From cb9437e103e973ba5833636ba973833945a2a148 Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 3 Jul 2010 10:27:16 +0000 Subject: [PATCH] implemented Direct3D9 renderer (off by default), not very optimized but almost completely functional git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10267 d7cf8633-e32d-0410-b094-e92efae38249 --- builddate.c | 1 + cl_screen.c | 96 +- darkplaces-wgl.vcproj | 1464 +++++++++++++++++++++++++++++- gl_backend.c | 1972 +++++++++++++++++++++++++++++++++-------- gl_backend.h | 13 +- gl_draw.c | 78 +- gl_rmain.c | 1109 ++++++++++++++++++++--- gl_textures.c | 862 +++++++++++++++--- model_shared.c | 20 +- model_shared.h | 1 + r_shadow.c | 726 ++++++++------- r_textures.h | 30 +- render.h | 2 +- vid.h | 4 + vid_shared.c | 44 +- vid_wgl.c | 438 ++++++++- 16 files changed, 5808 insertions(+), 1052 deletions(-) diff --git a/builddate.c b/builddate.c index b7b53519..061173ef 100644 --- a/builddate.c +++ b/builddate.c @@ -1,6 +1,7 @@ #define STRINGIFY2(arg) #arg #define STRINGIFY(arg) STRINGIFY2(arg) +extern const char *buildstring; const char *buildstring = __TIME__ " " __DATE__ #ifdef SVNREVISION " " STRINGIFY(SVNREVISION) diff --git a/cl_screen.c b/cl_screen.c index 5945f690..36bc038e 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -706,7 +706,7 @@ void R_TimeReport(char *desc) return; CHECKGLERROR - if (r_speeds.integer == 2) + if (r_speeds.integer == 2 && qglFinish) qglFinish(); CHECKGLERROR r_timereport_temp = r_timereport_current; @@ -1231,7 +1231,8 @@ void SCR_CaptureVideo_VideoFrame(int newframestepframenum) CHECKGLERROR // speed is critical here, so do saving as directly as possible - qglReadPixels (x, y, vid.width, vid.height, GL_BGRA, GL_UNSIGNED_BYTE, cls.capturevideo.screenbuffer);CHECKGLERROR + GL_ReadPixelsBGRA(x, y, vid.width, vid.height, cls.capturevideo.screenbuffer); + SCR_ScaleDownBGRA (cls.capturevideo.screenbuffer, vid.width, vid.height, cls.capturevideo.outbuffer, width, height); cls.capturevideo.videoframes(newframestepframenum - cls.capturevideo.framestepframe); @@ -1476,8 +1477,7 @@ qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *b int indices[4] = {0,1,2,3}; // BGRA qboolean ret; - CHECKGLERROR - qglReadPixels (x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer1);CHECKGLERROR + GL_ReadPixelsBGRA(x, y, width, height, buffer1); if(gammacorrect && (scr_screenshot_gammaboost.value != 1 || WANT_SCREENSHOT_HWGAMMA)) { @@ -1543,36 +1543,20 @@ qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *b extern void R_UpdateFogColor(void); void R_ClearScreen(qboolean fogcolor) { + float clearcolor[4]; // clear to black - CHECKGLERROR + Vector4Clear(clearcolor); if (fogcolor) { R_UpdateFogColor(); - qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR - } - else - { - qglClearColor(0,0,0,0);CHECKGLERROR - } - qglClearDepth(1);CHECKGLERROR - if (vid.stencil) - { - // LordHavoc: we use a stencil centered around 128 instead of 0, - // to avoid clamping interfering with strange shadow volume - // drawing orders - qglClearStencil(128);CHECKGLERROR + VectorCopy(r_refdef.fogcolor, clearcolor); } + // clear depth is 1.0 + // LordHavoc: we use a stencil centered around 128 instead of 0, + // to avoid clamping interfering with strange shadow volume + // drawing orders // clear the screen - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0)); - // set dithering mode - if (gl_dither.integer) - { - qglEnable(GL_DITHER);CHECKGLERROR - } - else - { - qglDisable(GL_DITHER);CHECKGLERROR - } + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | (vid.stencil ? GL_STENCIL_BUFFER_BIT : 0), clearcolor, 1.0f, 128); } qboolean CL_VM_UpdateView (void); @@ -1793,7 +1777,7 @@ static void SCR_SetLoadingScreenTexture(void) loadingscreentexture_h = vid.height / (float) h; } - loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); + loadingscreentexture = R_LoadTexture2D(r_main_texturepool, "loadingscreentexture", w, h, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); R_Mesh_CopyToTexture(loadingscreentexture, 0, 0, 0, 0, vid.width, vid.height); loadingscreentexture_vertex3f[2] = loadingscreentexture_vertex3f[5] = loadingscreentexture_vertex3f[8] = loadingscreentexture_vertex3f[11] = 0; @@ -1952,16 +1936,14 @@ static void SCR_DrawLoadingScreen_SharedSetup (qboolean clear) // release mouse grab while loading if (!vid.fullscreen) VID_SetMouse(false, false, false); - CHECKGLERROR +// CHECKGLERROR + r_refdef.draw2dstage = true; R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL); R_SetViewport(&viewport); - //qglDisable(GL_SCISSOR_TEST);CHECKGLERROR - //qglDepthMask(1);CHECKGLERROR - qglColorMask(1,1,1,1);CHECKGLERROR - qglClearColor(0,0,0,0);CHECKGLERROR + GL_ColorMask(1,1,1,1); // when starting up a new video mode, make sure the screen is cleared to black if (clear) - qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0); R_Textures_Frame(); R_Mesh_Start(); R_EntityMatrix(&identitymatrix); @@ -2006,8 +1988,6 @@ static void SCR_DrawLoadingScreen_SharedFinish (qboolean clear) R_Mesh_Finish(); // refresh VID_Finish(); - // however this IS necessary on Windows Vista - qglFinish(); } void SCR_UpdateLoadingScreen (qboolean clear) @@ -2050,7 +2030,8 @@ void SCR_UpdateLoadingScreen (qboolean clear) } else { - qglDrawBuffer(GL_BACK); + if (qglDrawBuffer) + qglDrawBuffer(GL_BACK); SCR_DrawLoadingScreen(clear); } SCR_DrawLoadingScreen_SharedFinish(clear); @@ -2089,6 +2070,7 @@ void CL_UpdateScreen(void) double rendertime1; float conwidth, conheight; float f; + r_viewport_t viewport; Sbar_ShowFPS_Update(); @@ -2109,7 +2091,10 @@ void CL_UpdateScreen(void) } if (vid_hidden) + { + VID_Finish(); return; + } rendertime1 = Sys_DoubleTime(); @@ -2151,13 +2136,27 @@ void CL_UpdateScreen(void) SCR_SetUpToDrawConsole(); - CHECKGLERROR - qglDrawBuffer(GL_BACK);CHECKGLERROR - qglViewport(0, 0, vid.width, vid.height);CHECKGLERROR - qglDisable(GL_SCISSOR_TEST);CHECKGLERROR - qglDepthMask(1);CHECKGLERROR - qglColorMask(1,1,1,1);CHECKGLERROR - qglClearColor(0,0,0,0);CHECKGLERROR + if (qglDrawBuffer) + { + CHECKGLERROR + qglDrawBuffer(GL_BACK);CHECKGLERROR + // set dithering mode + if (gl_dither.integer) + { + qglEnable(GL_DITHER);CHECKGLERROR + } + else + { + qglDisable(GL_DITHER);CHECKGLERROR + } + } + + R_Viewport_InitOrtho(&viewport, &identitymatrix, 0, 0, vid.width, vid.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL); + R_SetViewport(&viewport); + GL_ScissorTest(false); + GL_ColorMask(1,1,1,1); + GL_DepthMask(true); + R_ClearScreen(false); r_refdef.view.clear = false; r_refdef.view.isoverlay = false; @@ -2191,7 +2190,6 @@ void CL_UpdateScreen(void) } } - CHECKGLERROR if (R_Stereo_Active()) { matrix4x4_t originalmatrix = r_refdef.view.matrix; @@ -2236,13 +2234,13 @@ void CL_UpdateScreen(void) } else SCR_DrawScreen(); - CHECKGLERROR SCR_CaptureVideo(); + if (qglFlush) + qglFlush(); // FIXME: should we really be using qglFlush here? + // quality adjustment according to render time - CHECKGLERROR - qglFlush(); // FIXME: should we really be using qglFlush here? cl_updatescreen_rendertime += ((Sys_DoubleTime() - rendertime1) - cl_updatescreen_rendertime) * bound(0, cl_minfps_fade.value, 1); if (cl_minfps.value > 0 && cl_updatescreen_rendertime > 0 && !cls.timedemo && (!cls.capturevideo.active || !cls.capturevideo.realtime)) cl_updatescreen_quality = 1 / (cl_updatescreen_rendertime * cl_minfps.value); diff --git a/darkplaces-wgl.vcproj b/darkplaces-wgl.vcproj index 3c736357..a5393f9c 100644 --- a/darkplaces-wgl.vcproj +++ b/darkplaces-wgl.vcproj @@ -41,14 +41,14 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +extern D3DCAPS9 vid_d3d9caps; +#endif + +#define MAX_RENDERTARGETS 4 cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"}; cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"}; @@ -102,6 +109,7 @@ typedef struct gltextureunit_s const r_meshbuffer_t *pointer_texcoord_vertexbuffer; size_t pointer_texcoord_offset; + rtexture_t *texture; int t2d, t3d, tcubemap, trectangle; int arrayenabled; int rgbscale, alphascale; @@ -119,13 +127,16 @@ typedef struct gl_state_s int cullfaceenable; int blendfunc1; int blendfunc2; - int blend; + qboolean blend; GLboolean depthmask; int colormask; // stored as bottom 4 bits: r g b a (3 2 1 0 order) int depthtest; + int depthfunc; float depthrange[2]; float polygonoffset[2]; int alphatest; + int alphafunc; + float alphafuncvalue; int scissortest; unsigned int unit; unsigned int clientunit; @@ -135,6 +146,7 @@ typedef struct gl_state_s int lockrange_count; int vertexbufferobject; int elementbufferobject; + int framebufferobject; qboolean pointer_color_enabled; int pointer_vertex_components; @@ -169,6 +181,15 @@ typedef struct gl_state_s memexpandablearray_t meshbufferarray; qboolean active; + +#ifdef SUPPORTD3D + rtexture_t *d3drt_depthtexture; + rtexture_t *d3drt_colortextures[MAX_RENDERTARGETS]; + IDirect3DSurface9 *d3drt_depthsurface; + IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS]; + IDirect3DSurface9 *d3drt_backbufferdepthsurface; + IDirect3DSurface9 *d3drt_backbuffercolorsurface; +#endif } gl_state_t; @@ -241,10 +262,15 @@ void GL_VBOStats_f(void) static void GL_Backend_ResetState(void); +static void R_Mesh_InitVertexDeclarations(void); +static void R_Mesh_DestroyVertexDeclarations(void); + static void gl_backend_start(void) { memset(&gl_state, 0, sizeof(gl_state)); + R_Mesh_InitVertexDeclarations(); + gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; @@ -256,12 +282,54 @@ static void gl_backend_start(void) CHECKGLERROR GL_Backend_ResetState(); + + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_GetDepthStencilSurface(vid_d3d9dev, &gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, &gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } static void gl_backend_shutdown(void) { Con_DPrint("OpenGL Backend shutting down\n"); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DSurface9_Release(gl_state.d3drt_backbufferdepthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_backbuffercolorsurface); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + if (gl_state.preparevertices_tempdata) Mem_Free(gl_state.preparevertices_tempdata); if (gl_state.preparevertices_dynamicvertexbuffer) @@ -269,6 +337,8 @@ static void gl_backend_shutdown(void) Mem_ExpandableArray_FreeArray(&gl_state.meshbufferarray); + R_Mesh_DestroyVertexDeclarations(); + memset(&gl_state, 0, sizeof(gl_state)); } @@ -276,6 +346,49 @@ static void gl_backend_newmap(void) { } +static void gl_backend_devicelost(void) +{ + int i, endindex; + r_meshbuffer_t *buffer; + endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray); + for (i = 0;i < endindex;i++) + { + buffer = (r_meshbuffer_t *) Mem_ExpandableArray_RecordAtIndex(&gl_state.meshbufferarray, i); + if (!buffer || !buffer->isdynamic) + continue; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (buffer->devicebuffer) + { + if (buffer->isindexbuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); + else + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = NULL; + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } +} + +static void gl_backend_devicerestored(void) +{ +} + void gl_backend_init(void) { int i; @@ -321,7 +434,7 @@ void gl_backend_init(void) Cmd_AddCommand("gl_vbostats", GL_VBOStats_f, "prints a list of all buffer objects (vertex data and triangle elements) and total video memory used by them"); - R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, NULL, NULL); + R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap, gl_backend_devicelost, gl_backend_devicerestored); } void GL_SetMirrorState(qboolean state); @@ -402,10 +515,12 @@ void R_Viewport_InitOrtho(r_viewport_t *v, const matrix4x4_t *cameramatrix, int memset(m, 0, sizeof(m)); m[0] = 2/(right - left); m[5] = 2/(top - bottom); - m[10] = -2/(zFar - zNear); +// m[10] = -2/(zFar - zNear); + m[10] = -1/(zFar - zNear); m[12] = - (right + left)/(right - left); m[13] = - (top + bottom)/(top - bottom); - m[14] = - (zFar + zNear)/(zFar - zNear); +// m[14] = - (zFar + zNear)/(zFar - zNear); + m[14] = -zNear/(zFar-zNear); m[15] = 1; v->screentodepth[0] = -farclip / (farclip - nearclip); v->screentodepth[1] = farclip * nearclip / (farclip - nearclip); @@ -632,6 +747,24 @@ void R_Viewport_InitRectSideView(r_viewport_t *v, const matrix4x4_t *cameramatri Matrix4x4_Invert_Simple(&tempmatrix, &v->cameramatrix); Matrix4x4_Concat(&v->viewmatrix, &basematrix, &tempmatrix); + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + break; + case RENDERPATH_D3D9: + m[5] *= -1; + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + if (nearplane) R_Viewport_ApplyNearClipPlaneFloatGL(v, m, nearplane[0], nearplane[1], nearplane[2], nearplane[3]); @@ -643,9 +776,6 @@ void R_SetViewport(const r_viewport_t *v) float m[16]; gl_viewport = *v; - CHECKGLERROR - qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR - // FIXME: v_flipped_state is evil, this probably breaks somewhere GL_SetMirrorState(v_flipped.integer && (v->type == R_VIEWPORTTYPE_PERSPECTIVE || v->type == R_VIEWPORTTYPE_PERSPECTIVE_INFINITEFARCLIP)); @@ -657,15 +787,39 @@ void R_SetViewport(const r_viewport_t *v) { case RENDERPATH_GL20: case RENDERPATH_CGGL: +// CHECKGLERROR +// qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR // break; case RENDERPATH_GL13: case RENDERPATH_GL11: + CHECKGLERROR + qglViewport(v->x, v->y, v->width, v->height);CHECKGLERROR // Load the projection matrix into OpenGL qglMatrixMode(GL_PROJECTION);CHECKGLERROR Matrix4x4_ToArrayFloatGL(&gl_projectionmatrix, m); qglLoadMatrixf(m);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DVIEWPORT9 d3dviewport; + d3dviewport.X = gl_viewport.x; + d3dviewport.Y = gl_viewport.y; + d3dviewport.Width = gl_viewport.width; + d3dviewport.Height = gl_viewport.height; + d3dviewport.MinZ = gl_state.depthrange[0]; + d3dviewport.MaxZ = gl_state.depthrange[1]; + IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } // force an update of the derived matrices @@ -684,8 +838,7 @@ static void GL_BindVBO(int bufferobject) { gl_state.vertexbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR } } @@ -695,17 +848,204 @@ static void GL_BindEBO(int bufferobject) { gl_state.elementbufferobject = bufferobject; CHECKGLERROR - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject); - CHECKGLERROR + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, bufferobject);CHECKGLERROR + } +} + +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) +{ + int temp; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (!vid.support.ext_framebuffer_object) + return 0; + qglGenFramebuffersEXT(1, (GLuint*)&temp);CHECKGLERROR + R_Mesh_SetRenderTargets(temp, NULL, NULL, NULL, NULL, NULL); + if (depthtexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, depthtexture->gltexturetypeenum, R_GetTexture(depthtexture), 0);CHECKGLERROR + if (colortexture) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, colortexture->gltexturetypeenum, R_GetTexture(colortexture), 0);CHECKGLERROR + if (colortexture2) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, colortexture2->gltexturetypeenum, R_GetTexture(colortexture2), 0);CHECKGLERROR + if (colortexture3) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, colortexture3->gltexturetypeenum, R_GetTexture(colortexture3), 0);CHECKGLERROR + if (colortexture4) qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT3_EXT, colortexture4->gltexturetypeenum, R_GetTexture(colortexture4), 0);CHECKGLERROR + return temp; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + return 1; + } + return 0; +} + +void R_Mesh_DestroyFramebufferObject(int fbo) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (fbo) + qglDeleteFramebuffersEXT(1, (GLuint*)&fbo); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } +} + +void R_Mesh_ResetRenderTargets(void) +{ + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_state.framebufferobject) + { + gl_state.framebufferobject = 0; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.framebufferobject) + { + unsigned int i; + gl_state.framebufferobject = 0; + IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_backbufferdepthsurface); + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, 0, gl_state.d3drt_backbuffercolorsurface); + gl_state.d3drt_depthsurface = NULL; + for (i = 1;i < vid.maxdrawbuffers;i++) + { + if (gl_state.d3drt_colorsurfaces[i]) + { + gl_state.d3drt_colorsurfaces[i] = NULL; + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); + } + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } +} + +void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4) +{ + unsigned int i; + unsigned int j; + rtexture_t *textures[5]; + Vector4Set(textures, colortexture, colortexture2, colortexture3, colortexture4); + textures[4] = depthtexture; + // unbind any matching textures immediately, otherwise D3D will complain about a bound texture being used as a render target + for (j = 0;j < 5;j++) + if (textures[j]) + for (i = 0;i < vid.teximageunits;i++) + if (gl_state.units[i].texture == textures[j]) + R_Mesh_TexBind(i, NULL); + // set up framebuffer object or render targets for the active rendering API + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (gl_state.framebufferobject != fbo) + { + gl_state.framebufferobject = fbo; + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + // set up the new render targets, a NULL depthtexture intentionally binds nothing + // TODO: optimize: keep surface pointer around in rtexture_t until texture is freed or lost + if (fbo) + { + gl_state.framebufferobject = 1; + gl_state.d3drt_depthtexture = depthtexture; + if (gl_state.d3drt_depthtexture) + { + IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_depthtexture->d3dtexture, 0, &gl_state.d3drt_depthsurface); + IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, gl_state.d3drt_depthsurface); + IDirect3DSurface9_Release(gl_state.d3drt_depthsurface); + } + else + IDirect3DDevice9_SetDepthStencilSurface(vid_d3d9dev, NULL); + for (i = 0;i < vid.maxdrawbuffers;i++) + { + gl_state.d3drt_colortextures[i] = textures[i]; + if (gl_state.d3drt_colortextures[i]) + { + IDirect3DTexture9_GetSurfaceLevel((IDirect3DTexture9 *)gl_state.d3drt_colortextures[i]->d3dtexture, 0, &gl_state.d3drt_colorsurfaces[i]); + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, gl_state.d3drt_colorsurfaces[i]); + IDirect3DSurface9_Release(gl_state.d3drt_colorsurfaces[i]); + } + else + IDirect3DDevice9_SetRenderTarget(vid_d3d9dev, i, NULL); + } + } + else + R_Mesh_ResetRenderTargets(); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } +#ifdef SUPPORTD3D +static int d3dcmpforglfunc(int f) +{ + switch(f) + { + case GL_NEVER: return D3DCMP_NEVER; + case GL_LESS: return D3DCMP_LESS; + case GL_EQUAL: return D3DCMP_EQUAL; + case GL_LEQUAL: return D3DCMP_LESSEQUAL; + case GL_GREATER: return D3DCMP_GREATER; + case GL_NOTEQUAL: return D3DCMP_NOTEQUAL; + case GL_GEQUAL: return D3DCMP_GREATEREQUAL; + case GL_ALWAYS: return D3DCMP_ALWAYS; + default: Con_DPrintf("Unknown GL_DepthFunc\n");return D3DCMP_ALWAYS; + } +} + +static int d3dstencilopforglfunc(int f) +{ + switch(f) + { + case GL_KEEP: return D3DSTENCILOP_KEEP; + case GL_INCR: return D3DSTENCILOP_INCR; // note: GL_INCR is clamped, D3DSTENCILOP_INCR wraps + case GL_DECR: return D3DSTENCILOP_DECR; // note: GL_DECR is clamped, D3DSTENCILOP_DECR wraps + default: Con_DPrintf("Unknown GL_StencilFunc\n");return D3DSTENCILOP_KEEP; + } +} +#endif + + static void GL_Backend_ResetState(void) { unsigned int i; gl_state.active = true; gl_state.depthtest = true; gl_state.alphatest = false; + gl_state.alphafunc = GL_GEQUAL; + gl_state.alphafuncvalue = 0.5f; gl_state.blendfunc1 = GL_ONE; gl_state.blendfunc2 = GL_ZERO; gl_state.blend = false; @@ -714,52 +1054,71 @@ static void GL_Backend_ResetState(void) gl_state.color4f[0] = gl_state.color4f[1] = gl_state.color4f[2] = gl_state.color4f[3] = 1; gl_state.lockrange_first = 0; gl_state.lockrange_count = 0; - gl_state.cullface = v_flipped_state ? GL_BACK : GL_FRONT; // quake is backwards, this culls back faces - gl_state.cullfaceenable = true; + gl_state.cullface = GL_NONE; + gl_state.cullfaceenable = false; gl_state.polygonoffset[0] = 0; gl_state.polygonoffset[1] = 0; + gl_state.framebufferobject = 0; + gl_state.depthfunc = GL_LEQUAL; - CHECKGLERROR - - qglColorMask(1, 1, 1, 1); - qglAlphaFunc(GL_GEQUAL, 0.5);CHECKGLERROR - qglDisable(GL_ALPHA_TEST);CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR - qglDisable(GL_BLEND);CHECKGLERROR - qglCullFace(gl_state.cullface);CHECKGLERROR - qglEnable(GL_CULL_FACE);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglEnable(GL_DEPTH_TEST);CHECKGLERROR - qglDepthMask(gl_state.depthmask);CHECKGLERROR - qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); - - if (vid.support.arb_vertex_buffer_object) + switch(vid.renderpath) { - qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); - qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); - } + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, gl_state.colormask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, gl_state.alphafuncvalue * 256.0f, 255)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); + } +#endif + break; + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR - if (vid.support.ext_framebuffer_object) - { - qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); - } + qglColorMask(1, 1, 1, 1);CHECKGLERROR + qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } - qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR - qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + if (vid.support.ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } - qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR - qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR - GL_Color(0, 0, 0, 0); - GL_Color(1, 1, 1, 1); + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColor4f(1, 1, 1, 1);CHECKGLERROR - gl_state.unit = MAX_TEXTUREUNITS; - gl_state.clientunit = MAX_TEXTUREUNITS; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; for (i = 0;i < vid.teximageunits;i++) { GL_ActiveTexture(i); @@ -789,6 +1148,44 @@ static void GL_Backend_ResetState(void) break; case RENDERPATH_GL13: case RENDERPATH_GL11: + CHECKGLERROR + + qglColorMask(1, 1, 1, 1);CHECKGLERROR + qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + qglDisable(GL_BLEND);CHECKGLERROR + qglCullFace(gl_state.cullface);CHECKGLERROR + qglDisable(GL_CULL_FACE);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + + if (vid.support.arb_vertex_buffer_object) + { + qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); + qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0); + } + + if (vid.support.ext_framebuffer_object) + { + qglBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); + } + + qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), NULL);CHECKGLERROR + qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR + + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL);CHECKGLERROR + qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR + qglColor4f(1, 1, 1, 1);CHECKGLERROR + + if (vid.support.ext_framebuffer_object) + qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, gl_state.framebufferobject); + + gl_state.unit = MAX_TEXTUREUNITS; + gl_state.clientunit = MAX_TEXTUREUNITS; for (i = 0;i < vid.texunits;i++) { GL_ActiveTexture(i); @@ -828,11 +1225,23 @@ void GL_ActiveTexture(unsigned int num) if (gl_state.unit != num) { gl_state.unit = num; - if (qglActiveTexture) + switch(vid.renderpath) { - CHECKGLERROR - qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); - CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (qglActiveTexture) + { + CHECKGLERROR + qglActiveTexture(GL_TEXTURE0_ARB + gl_state.unit); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } } @@ -842,11 +1251,23 @@ void GL_ClientActiveTexture(unsigned int num) if (gl_state.clientunit != num) { gl_state.clientunit = num; - if (qglActiveTexture) + switch(vid.renderpath) { - CHECKGLERROR - qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); - CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (qglActiveTexture) + { + CHECKGLERROR + qglClientActiveTexture(GL_TEXTURE0_ARB + gl_state.clientunit); + CHECKGLERROR + } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } } @@ -855,35 +1276,72 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2) { if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2) { - CHECKGLERROR - qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) + qboolean blendenable; + gl_state.blendfunc1 = blendfunc1; + gl_state.blendfunc2 = blendfunc2; + blendenable = (gl_state.blendfunc1 != GL_ONE || gl_state.blendfunc2 != GL_ZERO); + switch(vid.renderpath) { - if (gl_state.blendfunc1 == GL_ONE) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglBlendFunc(gl_state.blendfunc1, gl_state.blendfunc2);CHECKGLERROR + if (gl_state.blend != blendenable) { - if (gl_state.blend) + gl_state.blend = blendenable; + if (!gl_state.blend) { - gl_state.blend = 0; qglDisable(GL_BLEND);CHECKGLERROR } - } - else - { - if (!gl_state.blend) + else { - gl_state.blend = 1; qglEnable(GL_BLEND);CHECKGLERROR } } - } - else - { - if (!gl_state.blend) + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR + int i; + int glblendfunc[2]; + D3DBLEND d3dblendfunc[2]; + glblendfunc[0] = gl_state.blendfunc1; + glblendfunc[1] = gl_state.blendfunc2; + for (i = 0;i < 2;i++) + { + switch(glblendfunc[i]) + { + case GL_ZERO: d3dblendfunc[i] = D3DBLEND_ZERO;break; + case GL_ONE: d3dblendfunc[i] = D3DBLEND_ONE;break; + case GL_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_SRCCOLOR;break; + case GL_ONE_MINUS_SRC_COLOR: d3dblendfunc[i] = D3DBLEND_INVSRCCOLOR;break; + case GL_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_SRCALPHA;break; + case GL_ONE_MINUS_SRC_ALPHA: d3dblendfunc[i] = D3DBLEND_INVSRCALPHA;break; + case GL_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_DESTALPHA;break; + case GL_ONE_MINUS_DST_ALPHA: d3dblendfunc[i] = D3DBLEND_INVDESTALPHA;break; + case GL_DST_COLOR: d3dblendfunc[i] = D3DBLEND_DESTCOLOR;break; + case GL_ONE_MINUS_DST_COLOR: d3dblendfunc[i] = D3DBLEND_INVDESTCOLOR;break; + } + } + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SRCBLEND, d3dblendfunc[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DESTBLEND, d3dblendfunc[1]); + if (gl_state.blend != blendenable) + { + gl_state.blend = blendenable; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHABLENDENABLE, gl_state.blend); + } } - } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } } @@ -891,8 +1349,28 @@ void GL_DepthMask(int state) { if (gl_state.depthmask != state) { - CHECKGLERROR - qglDepthMask(gl_state.depthmask = state);CHECKGLERROR + gl_state.depthmask = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglDepthMask(gl_state.depthmask);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZWRITEENABLE, gl_state.depthmask); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } } @@ -901,14 +1379,62 @@ void GL_DepthTest(int state) if (gl_state.depthtest != state) { gl_state.depthtest = state; - CHECKGLERROR - if (gl_state.depthtest) + switch(vid.renderpath) { - qglEnable(GL_DEPTH_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_state.depthtest) + { + qglEnable(GL_DEPTH_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_DEPTH_TEST);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZENABLE, gl_state.depthtest); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } - else + } +} + +void GL_DepthFunc(int state) +{ + if (gl_state.depthfunc != state) + { + gl_state.depthfunc = state; + switch(vid.renderpath) { - qglDisable(GL_DEPTH_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglDepthFunc(gl_state.depthfunc);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ZFUNC, d3dcmpforglfunc(gl_state.depthfunc)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } } @@ -919,7 +1445,147 @@ void GL_DepthRange(float nearfrac, float farfrac) { gl_state.depthrange[0] = nearfrac; gl_state.depthrange[1] = farfrac; - qglDepthRange(nearfrac, farfrac); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglDepthRange(gl_state.depthrange[0], gl_state.depthrange[1]); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DVIEWPORT9 d3dviewport; + d3dviewport.X = gl_viewport.x; + d3dviewport.Y = gl_viewport.y; + d3dviewport.Width = gl_viewport.width; + d3dviewport.Height = gl_viewport.height; + d3dviewport.MinZ = gl_state.depthrange[0]; + d3dviewport.MaxZ = gl_state.depthrange[1]; + IDirect3DDevice9_SetViewport(vid_d3d9dev, &d3dviewport); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } +} + +void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask) +{ + switch (vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (enable) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } + if (vid.support.ati_separate_stencil) + { + qglStencilMask(writemask);CHECKGLERROR + qglStencilOpSeparate(GL_FRONT, frontfail, frontzfail, frontzpass);CHECKGLERROR + qglStencilOpSeparate(GL_BACK, backfail, backzfail, backzpass);CHECKGLERROR + qglStencilFuncSeparate(frontcompare, backcompare, comparereference, comparereference);CHECKGLERROR + } + else if (vid.support.ext_stencil_two_side) + { + qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + qglActiveStencilFaceEXT(GL_FRONT);CHECKGLERROR + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(frontfail, frontzfail, frontzpass);CHECKGLERROR + qglStencilFunc(frontcompare, comparereference, comparemask);CHECKGLERROR + qglActiveStencilFaceEXT(GL_BACK);CHECKGLERROR + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(backfail, backzfail, backzpass);CHECKGLERROR + qglStencilFunc(backcompare, comparereference, comparemask);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(frontfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(frontzfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(frontzpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, frontcompare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFAIL, d3dstencilopforglfunc(backfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILZFAIL, d3dstencilopforglfunc(backzfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILPASS, d3dstencilopforglfunc(backzpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CCW_STENCILFUNC, backcompare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } +} + +void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask) +{ + switch (vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (enable) + { + qglEnable(GL_STENCIL_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + } + if (vid.support.ext_stencil_two_side) + { + qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR + } + qglStencilMask(writemask);CHECKGLERROR + qglStencilOp(fail, zfail, zpass);CHECKGLERROR + qglStencilFunc(compare, comparereference, comparemask);CHECKGLERROR + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (vid.support.ati_separate_stencil) + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_TWOSIDEDSTENCILMODE, true); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILENABLE, enable); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILWRITEMASK, writemask); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFAIL, d3dstencilopforglfunc(fail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILZFAIL, d3dstencilopforglfunc(zfail)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILPASS, d3dstencilopforglfunc(zpass)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILFUNC, compare); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILREF, comparereference); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_STENCILMASK, comparemask); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } @@ -929,27 +1595,66 @@ void GL_PolygonOffset(float planeoffset, float depthoffset) { gl_state.polygonoffset[0] = planeoffset; gl_state.polygonoffset[1] = depthoffset; - qglPolygonOffset(planeoffset, depthoffset); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglPolygonOffset(gl_state.polygonoffset[0], gl_state.polygonoffset[1]); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SLOPESCALEDEPTHBIAS, gl_state.polygonoffset[0]); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_DEPTHBIAS, gl_state.polygonoffset[1] * (1.0f / 16777216.0f)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } } void GL_SetMirrorState(qboolean state) { - if(!state != !v_flipped_state) + if (v_flipped_state != state) { - // change cull face mode! - if(gl_state.cullface == GL_BACK) - qglCullFace((gl_state.cullface = GL_FRONT)); - else if(gl_state.cullface == GL_FRONT) - qglCullFace((gl_state.cullface = GL_BACK)); + v_flipped_state = state; + if (gl_state.cullface == GL_BACK) + gl_state.cullface = GL_FRONT; + else if (gl_state.cullface == GL_FRONT) + gl_state.cullface = GL_BACK; + else + return; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglCullFace(gl_state.cullface); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, gl_state.cullface == GL_FRONT ? D3DCULL_CCW : D3DCULL_CW); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } - v_flipped_state = state; } void GL_CullFace(int state) { - CHECKGLERROR - if(v_flipped_state) { if(state == GL_FRONT) @@ -958,26 +1663,65 @@ void GL_CullFace(int state) state = GL_FRONT; } - if (state != GL_NONE) + switch(vid.renderpath) { - if (!gl_state.cullfaceenable) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + + if (state != GL_NONE) { - gl_state.cullfaceenable = true; - qglEnable(GL_CULL_FACE);CHECKGLERROR + if (!gl_state.cullfaceenable) + { + gl_state.cullfaceenable = true; + qglEnable(GL_CULL_FACE);CHECKGLERROR + } + if (gl_state.cullface != state) + { + gl_state.cullface = state; + qglCullFace(gl_state.cullface);CHECKGLERROR + } } - if (gl_state.cullface != state) + else { - gl_state.cullface = state; - qglCullFace(gl_state.cullface);CHECKGLERROR + if (gl_state.cullfaceenable) + { + gl_state.cullfaceenable = false; + qglDisable(GL_CULL_FACE);CHECKGLERROR + } } - } - else - { - if (gl_state.cullfaceenable) + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (gl_state.cullface != state) { - gl_state.cullfaceenable = false; - qglDisable(GL_CULL_FACE);CHECKGLERROR + gl_state.cullface = state; + switch(gl_state.cullface) + { + case GL_NONE: + gl_state.cullfaceenable = false; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_NONE); + break; + case GL_FRONT: + gl_state.cullfaceenable = true; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CCW); + break; + case GL_BACK: + gl_state.cullfaceenable = true; + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_CULLMODE, D3DCULL_CW); + break; + } } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } @@ -986,26 +1730,96 @@ void GL_AlphaTest(int state) if (gl_state.alphatest != state) { gl_state.alphatest = state; - CHECKGLERROR - if (gl_state.alphatest) + switch(vid.renderpath) { - qglEnable(GL_ALPHA_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_state.alphatest) + { + qglEnable(GL_ALPHA_TEST);CHECKGLERROR + } + else + { + qglDisable(GL_ALPHA_TEST);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHATESTENABLE, gl_state.alphatest); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } - else + } +} + +void GL_AlphaFunc(int state, float value) +{ + if (gl_state.alphafunc != state || gl_state.alphafuncvalue != value) + { + gl_state.alphafunc = state; + gl_state.alphafuncvalue = value; + switch(vid.renderpath) { - qglDisable(GL_ALPHA_TEST);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglAlphaFunc(gl_state.alphafunc, gl_state.alphafuncvalue);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAFUNC, d3dcmpforglfunc(gl_state.alphafunc)); + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_ALPHAREF, (int)bound(0, value * 256.0f, 255)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } } void GL_ColorMask(int r, int g, int b, int a) { - int state = r*8 + g*4 + b*2 + a*1; + // NOTE: this matches D3DCOLORWRITEENABLE_RED, GREEN, BLUE, ALPHA + int state = (r ? 1 : 0) | (g ? 2 : 0) | (b ? 4 : 0) | (a ? 8 : 0); if (gl_state.colormask != state) { gl_state.colormask = state; - CHECKGLERROR - qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_COLORWRITEENABLE, state); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } } @@ -1017,43 +1831,197 @@ void GL_Color(float cr, float cg, float cb, float ca) gl_state.color4f[1] = cg; gl_state.color4f[2] = cb; gl_state.color4f[3] = ca; - CHECKGLERROR - qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglColor4f(gl_state.color4f[0], gl_state.color4f[1], gl_state.color4f[2], gl_state.color4f[3]); + CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + // no equivalent in D3D + break; + } } } void GL_Scissor (int x, int y, int width, int height) { - CHECKGLERROR - qglScissor(x, y,width,height); - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglScissor(x, y,width,height); + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + RECT d3drect; + d3drect.left = x; + d3drect.top = y; + d3drect.right = x + width; + d3drect.bottom = y + height; + IDirect3DDevice9_SetScissorRect(vid_d3d9dev, &d3drect); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } void GL_ScissorTest(int state) { - if(gl_state.scissortest == state) - return; + if (gl_state.scissortest != state) + { + gl_state.scissortest = state; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if(gl_state.scissortest) + qglEnable(GL_SCISSOR_TEST); + else + qglDisable(GL_SCISSOR_TEST); + CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_SCISSORTESTENABLE, gl_state.scissortest); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } +} - CHECKGLERROR - if((gl_state.scissortest = state)) - qglEnable(GL_SCISSOR_TEST); - else - qglDisable(GL_SCISSOR_TEST); - CHECKGLERROR +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue) +{ + static const float blackcolor[4] = {0, 0, 0, 0}; + // prevent warnings when trying to clear a buffer that does not exist + if (!colorvalue) + colorvalue = blackcolor; + if (!vid.stencil) + { + mask &= ~GL_STENCIL_BUFFER_BIT; + stencilvalue = 0; + } + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (mask & GL_COLOR_BUFFER_BIT) + { + qglClearColor(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]);CHECKGLERROR + } + if (mask & GL_DEPTH_BUFFER_BIT) + { + qglClearDepth(depthvalue);CHECKGLERROR + } + if (mask & GL_STENCIL_BUFFER_BIT) + { + qglClearStencil(stencilvalue);CHECKGLERROR + } + qglClear(mask);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, ((mask & GL_COLOR_BUFFER_BIT) ? D3DCLEAR_TARGET : 0) | ((mask & GL_STENCIL_BUFFER_BIT) ? D3DCLEAR_STENCIL : 0) | ((mask & GL_DEPTH_BUFFER_BIT) ? D3DCLEAR_ZBUFFER : 0), D3DCOLOR_COLORVALUE(colorvalue[0], colorvalue[1], colorvalue[2], colorvalue[3]), depthvalue, stencilvalue); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } -void GL_Clear(int mask) +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels) { - CHECKGLERROR - qglClear(mask);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglReadPixels(x, y, width, height, GL_BGRA, GL_UNSIGNED_BYTE, outpixels);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + // LordHavoc: we can't directly download the backbuffer because it may be + // multisampled, and it may not be lockable, so we blit it to a lockable + // surface of the same dimensions (but without multisample) to resolve the + // multisample buffer to a normal image, and then lock that... + IDirect3DSurface9 *stretchsurface = NULL; + if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &stretchsurface, NULL))) + { + D3DLOCKED_RECT lockedrect; + if (!FAILED(IDirect3DDevice9_StretchRect(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, NULL, stretchsurface, NULL, D3DTEXF_POINT))) + { + if (!FAILED(IDirect3DSurface9_LockRect(stretchsurface, &lockedrect, NULL, D3DLOCK_READONLY))) + { + int line; + unsigned char *row = (unsigned char *)lockedrect.pBits + x * 4 + lockedrect.Pitch * (vid.height - 1 - y); + for (line = 0;line < height;line++, row -= lockedrect.Pitch) + memcpy(outpixels + line * width * 4, row, width * 4); + IDirect3DSurface9_UnlockRect(stretchsurface); + } + } + IDirect3DSurface9_Release(stretchsurface); + } + // code scraps + //IDirect3DSurface9 *syssurface = NULL; + //if (!FAILED(IDirect3DDevice9_CreateRenderTarget(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &stretchsurface, NULL))) + //if (!FAILED(IDirect3DDevice9_CreateOffscreenPlainSurface(vid_d3d9dev, vid.width, vid.height, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &syssurface, NULL))) + //IDirect3DDevice9_GetRenderTargetData(vid_d3d9dev, gl_state.d3drt_backbuffercolorsurface, syssurface); + //if (!FAILED(IDirect3DDevice9_GetFrontBufferData(vid_d3d9dev, 0, syssurface))) + //if (!FAILED(IDirect3DSurface9_LockRect(syssurface, &lockedrect, NULL, D3DLOCK_READONLY))) + //IDirect3DSurface9_UnlockRect(syssurface); + //IDirect3DSurface9_Release(syssurface); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } // called at beginning of frame void R_Mesh_Start(void) { BACKENDACTIVECHECK - CHECKGLERROR gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo; gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo; gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo; @@ -1176,11 +2144,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri Con_DPrintf("R_Mesh_Draw(%d, %d, %d, %d, %8p, %8p, %8x, %8p, %8p, %8x);\n", firstvertex, numvertices, firsttriangle, numtriangles, (void *)element3i, (void *)element3i_indexbuffer, (int)element3i_bufferoffset, (void *)element3s, (void *)element3s_indexbuffer, (int)element3s_bufferoffset); return; } - if (gl_state.pointer_vertex_pointer == NULL) - { - Con_DPrintf("R_Mesh_Draw with no vertex pointer!\n"); - return; - } if (!gl_mesh_prefer_short_elements.integer) { if (element3i) @@ -1211,7 +2174,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (gl_state.draw_dynamicindexbuffer) R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3s, numelements * sizeof(*element3s)); else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true); + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3s, numelements * sizeof(*element3s), "temporary", true, true, true); element3s_indexbuffer = gl_state.draw_dynamicindexbuffer; element3s_bufferoffset = 0; } @@ -1223,7 +2186,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri if (gl_state.draw_dynamicindexbuffer) R_Mesh_UpdateMeshBuffer(gl_state.draw_dynamicindexbuffer, (void *)element3i, numelements * sizeof(*element3i)); else - gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true); + gl_state.draw_dynamicindexbuffer = R_Mesh_CreateMeshBuffer((void *)element3i, numelements * sizeof(*element3i), "temporary", true, true, false); element3i_indexbuffer = gl_state.draw_dynamicindexbuffer; element3i_bufferoffset = 0; } @@ -1232,7 +2195,6 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri bufferoffset3i = element3i_bufferoffset; bufferobject3s = element3s_indexbuffer ? element3s_indexbuffer->bufferobject : 0; bufferoffset3s = element3s_bufferoffset; - CHECKGLERROR r_refdef.stats.meshes++; r_refdef.stats.meshes_elements += numelements; if (gl_paranoid.integer) @@ -1298,195 +2260,226 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri } } } - CHECKGLERROR } if (r_render.integer || r_refdef.draw2dstage) { - CHECKGLERROR - if (gl_mesh_testmanualfeeding.integer) + switch(vid.renderpath) { - unsigned int i, j, element; - const GLfloat *p; - qglBegin(GL_TRIANGLES); - for (i = 0;i < (unsigned int) numtriangles * 3;i++) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + if (gl_mesh_testmanualfeeding.integer) { - if (element3i) - element = element3i[i]; - else if (element3s) - element = element3s[i]; - else - element = firstvertex + i; - for (j = 0;j < vid.texarrayunits;j++) + unsigned int i, j, element; + const GLfloat *p; + qglBegin(GL_TRIANGLES); + for (i = 0;i < (unsigned int) numtriangles * 3;i++) { - if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) + if (element3i) + element = element3i[i]; + else if (element3s) + element = element3s[i]; + else + element = firstvertex + i; + for (j = 0;j < vid.texarrayunits;j++) { - if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) + if (gl_state.units[j].pointer_texcoord_pointer && gl_state.units[j].arrayenabled) { - p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) + if (gl_state.units[j].pointer_texcoord_gltype == GL_FLOAT) { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + p = (const GLfloat *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, p[0], p[1]); + else + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + } else - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, p[0]); + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(p[0], p[1], p[2], p[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(p[0], p[1], p[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(p[0], p[1]); + else + qglTexCoord1f(p[0]); + } } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(p[0], p[1], p[2], p[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(p[0], p[1], p[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(p[0], p[1]); + const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); + } else - qglTexCoord1f(p[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_SHORT) - { - const GLshort *s = (const GLshort *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, s[0], s[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, s[0]); - } - else - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(s[0], s[1], s[2], s[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(s[0], s[1], s[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(s[0], s[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(s[0]); - } - } - else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) - { - const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); - if (vid.texarrayunits > 1) - { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(s[0], s[1], s[2], s[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(s[0], s[1], s[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(s[0], s[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(s[0]); + } } - else + else if (gl_state.units[j].pointer_texcoord_gltype == GL_BYTE) { - if (gl_state.units[j].pointer_texcoord_components == 4) - qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); - else if (gl_state.units[j].pointer_texcoord_components == 3) - qglTexCoord3f(sb[0], sb[1], sb[2]); - else if (gl_state.units[j].pointer_texcoord_components == 2) - qglTexCoord2f(sb[0], sb[1]); - else if (gl_state.units[j].pointer_texcoord_components == 1) - qglTexCoord1f(sb[0]); + const GLbyte *sb = (const GLbyte *)((const unsigned char *)gl_state.units[j].pointer_texcoord_pointer + element * gl_state.units[j].pointer_texcoord_stride); + if (vid.texarrayunits > 1) + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglMultiTexCoord4f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglMultiTexCoord3f(GL_TEXTURE0_ARB + j, sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglMultiTexCoord1f(GL_TEXTURE0_ARB + j, sb[0]); + } + else + { + if (gl_state.units[j].pointer_texcoord_components == 4) + qglTexCoord4f(sb[0], sb[1], sb[2], sb[3]); + else if (gl_state.units[j].pointer_texcoord_components == 3) + qglTexCoord3f(sb[0], sb[1], sb[2]); + else if (gl_state.units[j].pointer_texcoord_components == 2) + qglTexCoord2f(sb[0], sb[1]); + else if (gl_state.units[j].pointer_texcoord_components == 1) + qglTexCoord1f(sb[0]); + } } } } - } - if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) - { - if (gl_state.pointer_color_gltype == GL_FLOAT) + if (gl_state.pointer_color_pointer && gl_state.pointer_color_enabled && gl_state.pointer_color_components == 4) { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4f(p[0], p[1], p[2], p[3]); + if (gl_state.pointer_color_gltype == GL_FLOAT) + { + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4f(p[0], p[1], p[2], p[3]); + } + else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + { + const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); + qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + } } - else if (gl_state.pointer_color_gltype == GL_UNSIGNED_BYTE) + if (gl_state.pointer_vertex_gltype == GL_FLOAT) { - const GLubyte *ub = (const GLubyte *)((const unsigned char *)gl_state.pointer_color_pointer + element * gl_state.pointer_color_stride); - qglColor4ub(ub[0], ub[1], ub[2], ub[3]); + p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); + if (gl_state.pointer_vertex_components == 4) + qglVertex4f(p[0], p[1], p[2], p[3]); + else if (gl_state.pointer_vertex_components == 3) + qglVertex3f(p[0], p[1], p[2]); + else + qglVertex2f(p[0], p[1]); } } - if (gl_state.pointer_vertex_gltype == GL_FLOAT) - { - p = (const GLfloat *)((const unsigned char *)gl_state.pointer_vertex_pointer + element * gl_state.pointer_vertex_stride); - if (gl_state.pointer_vertex_components == 4) - qglVertex4f(p[0], p[1], p[2], p[3]); - else if (gl_state.pointer_vertex_components == 3) - qglVertex3f(p[0], p[1], p[2]); - else - qglVertex2f(p[0], p[1]); - } - } - qglEnd(); - CHECKGLERROR - } - else if (bufferobject3s) - { - GL_BindEBO(bufferobject3s); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); + qglEnd(); CHECKGLERROR } - else + else if (bufferobject3s) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); - CHECKGLERROR + GL_BindEBO(bufferobject3s); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, (void *)bufferoffset3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, (void *)(firsttriangle * sizeof(unsigned short[3]))); + CHECKGLERROR + } } - } - else if (bufferobject3i) - { - GL_BindEBO(bufferobject3i); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (bufferobject3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); - CHECKGLERROR + GL_BindEBO(bufferobject3i); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, (void *)bufferoffset3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); + CHECKGLERROR + } } - else + else if (element3s) { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, (void *)(firsttriangle * sizeof(unsigned int[3]))); - CHECKGLERROR + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); + CHECKGLERROR + } } - } - else if (element3s) - { - GL_BindEBO(0); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + else if (element3i) { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR + GL_BindEBO(0); + if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) + { + qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } + else + { + qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); + CHECKGLERROR + } } else { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_SHORT, element3s); - CHECKGLERROR - } - } - else if (element3i) - { - GL_BindEBO(0); - if (gl_mesh_drawrangeelements.integer && qglDrawRangeElements != NULL) - { - qglDrawRangeElements(GL_TRIANGLES, firstvertex, firstvertex + numvertices - 1, numelements, GL_UNSIGNED_INT, element3i); + qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); CHECKGLERROR } - else + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D { - qglDrawElements(GL_TRIANGLES, numelements, GL_UNSIGNED_INT, element3i); - CHECKGLERROR + if (element3s_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3s_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3s_bufferoffset>>1, numtriangles); + } + else if (element3i_indexbuffer) + { + IDirect3DDevice9_SetIndices(vid_d3d9dev, (IDirect3DIndexBuffer9 *)element3i_indexbuffer->devicebuffer); + IDirect3DDevice9_DrawIndexedPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, 0, firstvertex, numvertices, element3i_bufferoffset>>2, numtriangles); + } + else + IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices); } - } - else - { - qglDrawArrays(GL_TRIANGLES, firstvertex, numvertices); - CHECKGLERROR +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } } @@ -1496,51 +2489,27 @@ void R_Mesh_Finish(void) { } -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic) +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16) { - int bufferobject = 0; - void *devicebuffer = NULL; r_meshbuffer_t *buffer; if (!(isdynamic ? (isindexbuffer ? gl_state.usevbo_dynamicindex : gl_state.usevbo_dynamicvertex) : (isindexbuffer ? gl_state.usevbo_staticindex : gl_state.usevbo_staticvertex))) return NULL; - if (isindexbuffer) - { - r_refdef.stats.indexbufferuploadcount++; - r_refdef.stats.indexbufferuploadsize += size; - } - else - { - r_refdef.stats.vertexbufferuploadcount++; - r_refdef.stats.vertexbufferuploadsize += size; - } - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - qglGenBuffersARB(1, (GLuint *)&bufferobject); - if (isindexbuffer) - GL_BindEBO(bufferobject); - else - GL_BindVBO(bufferobject); - qglBufferDataARB(isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); - break; - } buffer = (r_meshbuffer_t *)Mem_ExpandableArray_AllocRecord(&gl_state.meshbufferarray); memset(buffer, 0, sizeof(*buffer)); - buffer->bufferobject = bufferobject; - buffer->devicebuffer = devicebuffer; - buffer->size = size; + buffer->bufferobject = 0; + buffer->devicebuffer = NULL; + buffer->size = 0; buffer->isindexbuffer = isindexbuffer; buffer->isdynamic = isdynamic; + buffer->isindex16 = isindex16; strlcpy(buffer->name, name, sizeof(buffer->name)); + R_Mesh_UpdateMeshBuffer(buffer, data, size); return buffer; } void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size) { - if (!buffer || (!buffer->bufferobject && !buffer->devicebuffer)) + if (!buffer) return; if (buffer->isindexbuffer) { @@ -1558,12 +2527,72 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si case RENDERPATH_GL13: case RENDERPATH_GL20: case RENDERPATH_CGGL: + if (!buffer->bufferobject) + qglGenBuffersARB(1, (GLuint *)&buffer->bufferobject); if (buffer->isindexbuffer) GL_BindEBO(buffer->bufferobject); else GL_BindVBO(buffer->bufferobject); qglBufferDataARB(buffer->isindexbuffer ? GL_ELEMENT_ARRAY_BUFFER_ARB : GL_ARRAY_BUFFER_ARB, size, data, buffer->isdynamic ? GL_STREAM_DRAW_ARB : GL_STATIC_DRAW_ARB); break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + int result; + void *datapointer = NULL; + if (buffer->isindexbuffer) + { + IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer; + if (size != buffer->size || !buffer->devicebuffer) + { + if (buffer->devicebuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = NULL; + if (FAILED(result = IDirect3DDevice9_CreateIndexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, NULL))) + Sys_Error("IDirect3DDevice9_CreateIndexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, buffer->isindex16 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9indexbuffer, result); + buffer->devicebuffer = (void *)d3d9indexbuffer; + buffer->size = size; + } + if (!FAILED(IDirect3DIndexBuffer9_Lock(d3d9indexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DIndexBuffer9_Unlock(d3d9indexbuffer); + } + } + else + { + IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer; + if (size != buffer->size || !buffer->devicebuffer) + { + if (buffer->devicebuffer) + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer); + buffer->devicebuffer = NULL; + if (FAILED(result = IDirect3DDevice9_CreateVertexBuffer(vid_d3d9dev, size, buffer->isdynamic ? D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, NULL))) + Sys_Error("IDirect3DDevice9_CreateVertexBuffer(%p, %d, %x, %x, %x, %p, NULL) returned %x\n", vid_d3d9dev, (int)size, buffer->isdynamic ? D3DUSAGE_DYNAMIC : 0, 0, buffer->isdynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED, &d3d9vertexbuffer, result); + buffer->devicebuffer = (void *)d3d9vertexbuffer; + buffer->size = size; + } + if (!FAILED(IDirect3DVertexBuffer9_Lock(d3d9vertexbuffer, 0, 0, &datapointer, buffer->isdynamic ? D3DLOCK_DISCARD : 0))) + { + if (data) + memcpy(datapointer, data, size); + else + memset(datapointer, 0, size); + IDirect3DVertexBuffer9_Unlock(d3d9vertexbuffer); + } + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } @@ -1579,6 +2608,23 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer) case RENDERPATH_CGGL: qglDeleteBuffersARB(1, (GLuint *)&buffer->bufferobject); break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (buffer->devicebuffer) + { + if (buffer->isindexbuffer) + IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer); + else + IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } Mem_ExpandableArray_FreeRecord(&gl_state.meshbufferarray, (void *)buffer); } @@ -1722,23 +2768,76 @@ int R_Mesh_TexBound(unsigned int unitnum, int id) void R_Mesh_CopyToTexture(rtexture_t *tex, int tx, int ty, int sx, int sy, int width, int height) { - R_Mesh_TexBind(0, tex); - GL_ActiveTexture(0);CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_TexBind(0, tex); + GL_ActiveTexture(0);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, tx, ty, sx, sy, width, height);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + IDirect3DSurface9 *currentsurface = NULL; + IDirect3DSurface9 *texturesurface = NULL; + RECT sourcerect; + RECT destrect; + sourcerect.left = sx; + sourcerect.top = sy; + sourcerect.right = sx + width; + sourcerect.bottom = sy + height; + destrect.left = tx; + destrect.top = ty; + destrect.right = tx + width; + destrect.bottom = ty + height; + if (!FAILED(IDirect3DTexture9_GetSurfaceLevel(((IDirect3DTexture9 *)tex->d3dtexture), 0, &texturesurface))) + { + if (!FAILED(IDirect3DDevice9_GetRenderTarget(vid_d3d9dev, 0, ¤tsurface))) + { + IDirect3DDevice9_StretchRect(vid_d3d9dev, currentsurface, &sourcerect, texturesurface, &destrect, D3DTEXF_NONE); + IDirect3DSurface9_Release(currentsurface); + } + IDirect3DSurface9_Release(texturesurface); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } +#ifdef SUPPORTD3D +int d3drswrap[16] = {D3DRS_WRAP0, D3DRS_WRAP1, D3DRS_WRAP2, D3DRS_WRAP3, D3DRS_WRAP4, D3DRS_WRAP5, D3DRS_WRAP6, D3DRS_WRAP7, D3DRS_WRAP8, D3DRS_WRAP9, D3DRS_WRAP10, D3DRS_WRAP11, D3DRS_WRAP12, D3DRS_WRAP13, D3DRS_WRAP14, D3DRS_WRAP15}; +#endif + void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) { gltextureunit_t *unit = gl_state.units + unitnum; int tex2d, tex3d, texcubemap, texnum; if (unitnum >= vid.teximageunits) return; +// if (unit->texture == tex) +// return; switch(vid.renderpath) { case RENDERPATH_GL20: case RENDERPATH_CGGL: if (!tex) + { tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + unit->texture = tex; texnum = R_GetTexture(tex); switch(tex->gltexturetypeenum) { @@ -1750,6 +2849,7 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) break; case RENDERPATH_GL13: case RENDERPATH_GL11: + unit->texture = tex; tex2d = 0; tex3d = 0; texcubemap = 0; @@ -1833,41 +2933,91 @@ void R_Mesh_TexBind(unsigned int unitnum, rtexture_t *tex) qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);CHECKGLERROR } break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + extern cvar_t gl_texture_anisotropy; + if (!tex) + { + tex = r_texture_white; + // not initialized enough yet... + if (!tex) + return; + } + if (unit->texture == tex) + return; + unit->texture = tex; + // upload texture if needed + if (tex->dirty) + R_RealGetTexture(tex); + IDirect3DDevice9_SetTexture(vid_d3d9dev, unitnum, (IDirect3DBaseTexture9*)tex->d3dtexture); + //IDirect3DDevice9_SetRenderState(vid_d3d9dev, d3drswrap[unitnum], (tex->flags & TEXF_CLAMP) ? (D3DWRAPCOORD_0 | D3DWRAPCOORD_1 | D3DWRAPCOORD_2) : 0); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSU, tex->d3daddressu); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSV, tex->d3daddressv); + if (tex->d3daddressw) + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_ADDRESSW, tex->d3daddressw); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAGFILTER, tex->d3dmagfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MINFILTER, tex->d3dminfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPFILTER, tex->d3dmipfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MIPMAPLODBIAS, tex->d3dmipmaplodbias); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXMIPLEVEL, tex->d3dmaxmiplevelfilter); + IDirect3DDevice9_SetSamplerState(vid_d3d9dev, unitnum, D3DSAMP_MAXANISOTROPY, gl_texture_anisotropy.integer); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } } void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix) { gltextureunit_t *unit = gl_state.units + unitnum; - if (matrix && matrix->m[3][3]) + switch(vid.renderpath) { - // texmatrix specified, check if it is different - if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (matrix && matrix->m[3][3]) { - float glmatrix[16]; - unit->texmatrixenabled = true; - unit->matrix = *matrix; - CHECKGLERROR - Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadMatrixf(glmatrix);CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + // texmatrix specified, check if it is different + if (!unit->texmatrixenabled || memcmp(&unit->matrix, matrix, sizeof(matrix4x4_t))) + { + float glmatrix[16]; + unit->texmatrixenabled = true; + unit->matrix = *matrix; + CHECKGLERROR + Matrix4x4_ToArrayFloatGL(&unit->matrix, glmatrix); + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadMatrixf(glmatrix);CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } - } - else - { - // no texmatrix specified, revert to identity - if (unit->texmatrixenabled) + else { - unit->texmatrixenabled = false; - unit->matrix = identitymatrix; - CHECKGLERROR - GL_ActiveTexture(unitnum); - qglMatrixMode(GL_TEXTURE);CHECKGLERROR - qglLoadIdentity();CHECKGLERROR - qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + // no texmatrix specified, revert to identity + if (unit->texmatrixenabled) + { + unit->texmatrixenabled = false; + unit->matrix = identitymatrix; + CHECKGLERROR + GL_ActiveTexture(unitnum); + qglMatrixMode(GL_TEXTURE);CHECKGLERROR + qglLoadIdentity();CHECKGLERROR + qglMatrixMode(GL_MODELVIEW);CHECKGLERROR + } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } @@ -1948,6 +3098,10 @@ void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, i qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, unit->combine);CHECKGLERROR } break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } @@ -2072,11 +3226,89 @@ void R_Mesh_ResetTextureState(void) } } break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } +#ifdef SUPPORTD3D +//#define r_vertexposition_d3d9fvf (D3DFVF_XYZ) +//#define r_vertexgeneric_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1) +//#define r_vertexmesh_d3d9fvf (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX5 | D3DFVF_TEXCOORDSIZE1(3) | D3DFVF_TEXCOORDSIZE2(3) | D3DFVF_TEXCOORDSIZE3(3)) + +D3DVERTEXELEMENT9 r_vertexposition_d3d9elements[] = +{ + {0, (int)((size_t)&((r_vertexposition_t *)0)->vertex3f), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + D3DDECL_END() +}; + +D3DVERTEXELEMENT9 r_vertexgeneric_d3d9elements[] = +{ + {0, (int)((size_t)&((r_vertexgeneric_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + {0, (int)((size_t)&((r_vertexgeneric_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, + {0, (int)((size_t)&((r_vertexgeneric_t *)0)->texcoord2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, + D3DDECL_END() +}; + +D3DVERTEXELEMENT9 r_vertexmesh_d3d9elements[] = +{ + {0, (int)((size_t)&((r_vertexmesh_t *)0)->vertex3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->color4ub ), D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordtexture2f ), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->svector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->tvector3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->normal3f ), D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 3}, + {0, (int)((size_t)&((r_vertexmesh_t *)0)->texcoordlightmap2f), D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 4}, + D3DDECL_END() +}; + +IDirect3DVertexDeclaration9 *r_vertexposition_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexgeneric_d3d9decl; +IDirect3DVertexDeclaration9 *r_vertexmesh_d3d9decl; +#endif + +static void R_Mesh_InitVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + r_vertexposition_d3d9decl = NULL; + r_vertexgeneric_d3d9decl = NULL; + r_vertexmesh_d3d9decl = NULL; + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9elements, &r_vertexposition_d3d9decl); + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9elements, &r_vertexgeneric_d3d9decl); + IDirect3DDevice9_CreateVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9elements, &r_vertexmesh_d3d9decl); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } +#endif +} + +static void R_Mesh_DestroyVertexDeclarations(void) +{ +#ifdef SUPPORTD3D + if (r_vertexposition_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexposition_d3d9decl); + r_vertexposition_d3d9decl = NULL; + if (r_vertexgeneric_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexgeneric_d3d9decl); + r_vertexgeneric_d3d9decl = NULL; + if (r_vertexmesh_d3d9decl) + IDirect3DVertexDeclaration9_Release(r_vertexmesh_d3d9decl); + r_vertexmesh_d3d9decl = NULL; +#endif +} + r_vertexposition_t *R_Mesh_PrepareVertices_Position_Lock(int numvertices) { size_t size; @@ -2114,7 +3346,7 @@ void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - break; + return; case RENDERPATH_GL13: case RENDERPATH_GL11: R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), vertex3f, NULL, 0); @@ -2124,7 +3356,7 @@ void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); if (vid.texunits >= 3) R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - break; + return; } // no quick path for this case, convert to vertex structs @@ -2145,7 +3377,7 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t * if (gl_state.preparevertices_dynamicvertexbuffer) R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } if (vertexbuffer) @@ -2164,6 +3396,18 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t * R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } return; } @@ -2282,7 +3526,7 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve if (gl_state.preparevertices_dynamicvertexbuffer) R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } if (vertexbuffer) @@ -2301,6 +3545,18 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoord2f , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f - (unsigned char *)vertex)); break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } return; } @@ -2430,7 +3686,7 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, if (gl_state.preparevertices_dynamicvertexbuffer) R_Mesh_UpdateMeshBuffer(gl_state.preparevertices_dynamicvertexbuffer, vertex, numvertices * sizeof(*vertex)); else - gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true); + gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false); vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer; } if (vertexbuffer) @@ -2454,6 +3710,18 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex, R_Mesh_ColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub , vertexbuffer, (int)((unsigned char *)vertex->color4ub - (unsigned char *)vertex)); R_Mesh_TexCoordPointer(0, 2, GL_FLOAT , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f - (unsigned char *)vertex)); break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl); + IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex)); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } return; } diff --git a/gl_backend.h b/gl_backend.h index 952cecd7..aff9f402 100644 --- a/gl_backend.h +++ b/gl_backend.h @@ -31,17 +31,26 @@ void R_GetViewport(r_viewport_t *v); void GL_BlendFunc(int blendfunc1, int blendfunc2); void GL_DepthMask(int state); void GL_DepthTest(int state); +void GL_DepthFunc(int state); void GL_DepthRange(float nearfrac, float farfrac); +void R_SetStencilSeparate(qboolean enable, int writemask, int frontfail, int frontzfail, int frontzpass, int backfail, int backzfail, int backzpass, int frontcompare, int backcompare, int comparereference, int comparemask); +void R_SetStencil(qboolean enable, int writemask, int fail, int zfail, int zpass, int compare, int comparereference, int comparemask); void GL_PolygonOffset(float planeoffset, float depthoffset); void GL_CullFace(int state); void GL_AlphaTest(int state); +void GL_AlphaFunc(int state, float value); void GL_ColorMask(int r, int g, int b, int a); void GL_Color(float cr, float cg, float cb, float ca); void GL_ActiveTexture(unsigned int num); void GL_ClientActiveTexture(unsigned int num); void GL_Scissor(int x, int y, int width, int height); void GL_ScissorTest(int state); -void GL_Clear(int mask); +void GL_Clear(int mask, const float *colorvalue, float depthvalue, int stencilvalue); +void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpixels); +int R_Mesh_CreateFramebufferObject(rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); +void R_Mesh_DestroyFramebufferObject(int fbo); +void R_Mesh_ResetRenderTargets(void); +void R_Mesh_SetRenderTargets(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, rtexture_t *colortexture2, rtexture_t *colortexture3, rtexture_t *colortexture4); unsigned int GL_Backend_CompileProgram(int vertexstrings_count, const char **vertexstrings_list, int geometrystrings_count, const char **geometrystrings_list, int fragmentstrings_count, const char **fragmentstrings_list); void GL_Backend_FreeProgram(unsigned int prog); @@ -61,7 +70,7 @@ void R_Mesh_Finish(void); // vertex buffer and index buffer creation/updating/freeing -r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic); +r_meshbuffer_t *R_Mesh_CreateMeshBuffer(const void *data, size_t size, const char *name, qboolean isindexbuffer, qboolean isdynamic, qboolean isindex16); void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t size); void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer); void GL_Mesh_ListVBOs(qboolean printeach); diff --git a/gl_draw.c b/gl_draw.c index 4fdee6f4..63896464 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -969,9 +969,9 @@ void _DrawQ_Setup(void) R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL); R_SetViewport(&viewport); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + GL_DepthFunc(GL_LEQUAL); + GL_PolygonOffset(0,0); + GL_CullFace(GL_NONE); R_EntityMatrix(&identitymatrix); GL_DepthMask(true); @@ -1839,16 +1839,33 @@ void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags) return; GL_Color(1,1,1,1); - CHECKGLERROR - qglBegin(GL_LINE_LOOP); - for (num = 0;num < mesh->num_vertices;num++) + switch(vid.renderpath) { - if (mesh->data_color4f) - GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]); - qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]); + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglBegin(GL_LINE_LOOP); + for (num = 0;num < mesh->num_vertices;num++) + { + if (mesh->data_color4f) + GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]); + qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]); + } + qglEnd(); + CHECKGLERROR + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } - qglEnd(); - CHECKGLERROR } //[515]: this is old, delete @@ -1860,16 +1877,34 @@ void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, f R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - CHECKGLERROR - //qglLineWidth(width);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR - GL_Color(r,g,b,alpha); - CHECKGLERROR - qglBegin(GL_LINES); - qglVertex2f(x1, y1); - qglVertex2f(x2, y2); - qglEnd(); - CHECKGLERROR + //qglLineWidth(width);CHECKGLERROR + + GL_Color(r,g,b,alpha); + CHECKGLERROR + qglBegin(GL_LINES); + qglVertex2f(x1, y1); + qglVertex2f(x2, y2); + qglEnd(); + CHECKGLERROR + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } void DrawQ_SetClipArea(float x, float y, float width, float height) @@ -1907,6 +1942,9 @@ void R_DrawGamma(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if (vid_usinghwgamma || v_glslgamma.integer) return; break; diff --git a/gl_rmain.c b/gl_rmain.c index 6e3e34f1..dec15bbc 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -28,6 +28,11 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "csprogs.h" #include "cl_video.h" +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif + mempool_t *r_main_mempool; rtexturepool_t *r_main_texturepool; @@ -253,6 +258,7 @@ static int r_qwskincache_size; /// vertex coordinates for a quad that covers the screen exactly extern const float r_screenvertex3f[12]; +extern const float r_d3dscreenvertex3f[12]; const float r_screenvertex3f[12] = { 0, 0, 0, @@ -260,6 +266,13 @@ const float r_screenvertex3f[12] = 1, 1, 0, 0, 1, 0 }; +const float r_d3dscreenvertex3f[12] = +{ + 0, 1, 0, + 1, 1, 0, + 1, 0, 0, + 0, 0, 0 +}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -3314,6 +3327,7 @@ const char *builtincgshaderstring = char *glslshaderstring = NULL; char *cgshaderstring = NULL; +char *hlslshaderstring = NULL; //======================================================================================================================================================= @@ -3467,6 +3481,27 @@ shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] = }; #endif +#ifdef SUPPORTD3D +shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] = +{ + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, + {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, +}; +#endif + struct r_glsl_permutation_s; typedef struct r_glsl_permutation_s { @@ -3561,7 +3596,8 @@ typedef struct r_glsl_permutation_s int loc_ModelViewMatrix; int loc_PixelToScreenTexCoord; int loc_ModelToReflectCube; - int loc_ShadowMapMatrix; + int loc_ShadowMapMatrix; + int loc_BloomColorSubtract; } r_glsl_permutation_t; @@ -3788,7 +3824,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix"); p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord"); p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube"); - p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix"); + p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST); if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND); @@ -3983,6 +4020,7 @@ typedef struct r_cg_permutation_s CGparameter fp_ViewToLight; CGparameter fp_PixelToScreenTexCoord; CGparameter fp_ModelToReflectCube; + CGparameter fp_BloomColorSubtract; } r_cg_permutation_t; @@ -4282,6 +4320,7 @@ static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, un p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight"); p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord"); p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube"); + p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract"); CHECKCGERROR } @@ -4380,6 +4419,429 @@ void CG_BindTexture(CGparameter param, rtexture_t *tex) } #endif +#ifdef SUPPORTD3D + +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +extern D3DCAPS9 vid_d3d9caps; +#endif + +struct r_hlsl_permutation_s; +typedef struct r_hlsl_permutation_s +{ + /// hash lookup data + struct r_hlsl_permutation_s *hashnext; + unsigned int mode; + unsigned int permutation; + + /// indicates if we have tried compiling this permutation already + qboolean compiled; + /// NULL if compilation failed + IDirect3DVertexShader9 *vertexshader; + IDirect3DPixelShader9 *pixelshader; +} +r_hlsl_permutation_t; + +typedef enum D3DVSREGISTER_e +{ + D3DVSREGISTER_TexMatrix = 0, // float4x4 + D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4 + D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4 + D3DVSREGISTER_ModelViewMatrix = 12, // float4x4 + D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4 + D3DVSREGISTER_ModelToLight = 20, // float4x4 + D3DVSREGISTER_EyePosition = 24, + D3DVSREGISTER_FogPlane = 25, + D3DVSREGISTER_LightDir = 26, + D3DVSREGISTER_LightPosition = 27, +} +D3DVSREGISTER_t; + +typedef enum D3DPSREGISTER_e +{ + D3DPSREGISTER_Alpha = 0, + D3DPSREGISTER_BloomBlur_Parameters = 1, + D3DPSREGISTER_ClientTime = 2, + D3DPSREGISTER_Color_Ambient = 3, + D3DPSREGISTER_Color_Diffuse = 4, + D3DPSREGISTER_Color_Specular = 5, + D3DPSREGISTER_Color_Glow = 6, + D3DPSREGISTER_Color_Pants = 7, + D3DPSREGISTER_Color_Shirt = 8, + D3DPSREGISTER_DeferredColor_Ambient = 9, + D3DPSREGISTER_DeferredColor_Diffuse = 10, + D3DPSREGISTER_DeferredColor_Specular = 11, + D3DPSREGISTER_DeferredMod_Diffuse = 12, + D3DPSREGISTER_DeferredMod_Specular = 13, + D3DPSREGISTER_DistortScaleRefractReflect = 14, + D3DPSREGISTER_EyePosition = 15, // unused + D3DPSREGISTER_FogColor = 16, + D3DPSREGISTER_FogHeightFade = 17, + D3DPSREGISTER_FogPlane = 18, + D3DPSREGISTER_FogPlaneViewDist = 19, + D3DPSREGISTER_FogRangeRecip = 20, + D3DPSREGISTER_LightColor = 21, + D3DPSREGISTER_LightDir = 22, // unused + D3DPSREGISTER_LightPosition = 23, + D3DPSREGISTER_OffsetMapping_Scale = 24, + D3DPSREGISTER_PixelSize = 25, + D3DPSREGISTER_ReflectColor = 26, + D3DPSREGISTER_ReflectFactor = 27, + D3DPSREGISTER_ReflectOffset = 28, + D3DPSREGISTER_RefractColor = 29, + D3DPSREGISTER_Saturation = 30, + D3DPSREGISTER_ScreenCenterRefractReflect = 31, + D3DPSREGISTER_ScreenScaleRefractReflect = 32, + D3DPSREGISTER_ScreenToDepth = 33, + D3DPSREGISTER_ShadowMap_Parameters = 34, + D3DPSREGISTER_ShadowMap_TextureScale = 35, + D3DPSREGISTER_SpecularPower = 36, + D3DPSREGISTER_UserVec1 = 37, + D3DPSREGISTER_UserVec2 = 38, + D3DPSREGISTER_UserVec3 = 39, + D3DPSREGISTER_UserVec4 = 40, + D3DPSREGISTER_ViewTintColor = 41, + D3DPSREGISTER_PixelToScreenTexCoord = 42, + D3DPSREGISTER_BloomColorSubtract = 43, + D3DPSREGISTER_ViewToLight = 44, // float4x4 + D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 + // next at 52 +} +D3DPSREGISTER_t; + +/// information about each possible shader permutation +r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; +/// currently selected permutation +r_hlsl_permutation_t *r_hlsl_permutation; +/// storage for permutations linked in the hash table +memexpandablearray_t r_hlsl_permutationarray; + +static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation) +{ + //unsigned int hashdepth = 0; + unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); + r_hlsl_permutation_t *p; + for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) + { + if (p->mode == mode && p->permutation == permutation) + { + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; + } + //hashdepth++; + } + p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); + p->mode = mode; + p->permutation = permutation; + p->hashnext = r_hlsl_permutationhash[mode][hashindex]; + r_hlsl_permutationhash[mode][hashindex] = p; + //if (hashdepth > 10) + // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); + return p; +} + +static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice) +{ + char *shaderstring; + if (!filename || !filename[0]) + return NULL; + if (!strcmp(filename, "hlsl/default.hlsl")) + { + if (!hlslshaderstring) + { + hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (hlslshaderstring) + Con_DPrintf("Loading shaders from file %s...\n", filename); + else + hlslshaderstring = (char *)builtincgshaderstring; + } + shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1); + memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1); + return shaderstring; + } + shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL); + if (shaderstring) + { + if (printfromdisknotice) + Con_DPrintf("from disk %s... ", filename); + return shaderstring; + } + return shaderstring; +} + +#include +#include +#pragma comment(lib, "d3dx9.lib") + +static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) +{ + DWORD *vsbin = NULL; + DWORD *psbin = NULL; + fs_offset_t vsbinsize; + fs_offset_t psbinsize; +// IDirect3DVertexShader9 *vs = NULL; +// IDirect3DPixelShader9 *ps = NULL; + ID3DXBuffer *vslog = NULL; + ID3DXBuffer *vsbuffer = NULL; + ID3DXConstantTable *vsconstanttable = NULL; + ID3DXBuffer *pslog = NULL; + ID3DXBuffer *psbuffer = NULL; + ID3DXConstantTable *psconstanttable = NULL; + int vsresult = 0; + int psresult = 0; + char temp[MAX_INPUTLINE]; + const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} + vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); + psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + if ((!vsbin && vertstring) || (!psbin && fragstring)) + { + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); + if (vertstring && vertstring[0]) + { + vsresult = D3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, 0, &vsbuffer, &vslog, &vsconstanttable); + if (vsbuffer) + { + vsbinsize = vsbuffer->GetBufferSize(); + vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); + memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize); + vsbuffer->Release(); + } + if (vslog) + { + strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize())); + Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); + vslog->Release(); + } + } + if (fragstring && fragstring[0]) + { + psresult = D3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, 0, &psbuffer, &pslog, &psconstanttable); + if (psbuffer) + { + psbinsize = psbuffer->GetBufferSize(); + psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); + memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize); + psbuffer->Release(); + } + if (pslog) + { + strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize())); + Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); + pslog->Release(); + } + } + } + if (vsbin) + { + vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); + if (FAILED(vsresult)) + Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); + } + if (psbin) + { + psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); + if (FAILED(psresult)) + Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); + } + // free the shader data + vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); + psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); +} + +static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation) +{ + int i; + shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode; + int vertstrings_count = 0, vertstring_length = 0; + int geomstrings_count = 0, geomstring_length = 0; + int fragstrings_count = 0, fragstring_length = 0; + char *t; + char *vertexstring, *geometrystring, *fragmentstring; + char *vertstring, *geomstring, *fragstring; + const char *vertstrings_list[32+3]; + const char *geomstrings_list[32+3]; + const char *fragstrings_list[32+3]; + char permutationname[256]; + char cachename[256]; + + if (p->compiled) + return; + p->compiled = true; + p->vertexshader = NULL; + p->pixelshader = NULL; + + permutationname[0] = 0; + cachename[0] = 0; + vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true); + geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false); + fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false); + + strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname)); + strlcat(cachename, "hlsl/", sizeof(cachename)); + + // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler + vertstrings_list[vertstrings_count++] = "#define HLSL\n"; + geomstrings_list[geomstrings_count++] = "#define HLSL\n"; + fragstrings_list[fragstrings_count++] = "#define HLSL\n"; + + // the first pretext is which type of shader to compile as + // (later these will all be bound together as a program object) + vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; + geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; + fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; + + // the second pretext is the mode (for example a light source) + vertstrings_list[vertstrings_count++] = modeinfo->pretext; + geomstrings_list[geomstrings_count++] = modeinfo->pretext; + fragstrings_list[fragstrings_count++] = modeinfo->pretext; + strlcat(permutationname, modeinfo->name, sizeof(permutationname)); + strlcat(cachename, modeinfo->name, sizeof(cachename)); + + // now add all the permutation pretexts + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + if (permutation & (1<vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) + Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); + else + Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname); + + // free the strings + if (vertstring) + Mem_Free(vertstring); + if (geomstring) + Mem_Free(geomstring); + if (fragstring) + Mem_Free(fragstring); + if (vertexstring) + Mem_Free(vertexstring); + if (geometrystring) + Mem_Free(geometrystring); + if (fragmentstring) + Mem_Free(fragmentstring); +} + +static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} + +static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);} +static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);} +static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} +static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} + +void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation) +{ + r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); + if (r_hlsl_permutation != perm) + { + r_hlsl_permutation = perm; + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) + { + // remove features until we find a valid permutation + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + { + // reduce i more quickly whenever it would not remove any bits + int j = 1<<(SHADERPERMUTATION_COUNT-1-i); + if (!(permutation & j)) + continue; + permutation -= j; + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + if (!r_hlsl_permutation->compiled) + R_HLSL_CompilePermutation(perm, mode, permutation); + if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader) + break; + } + if (i >= SHADERPERMUTATION_COUNT) + { + //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext); + r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); + return; // no bit left to clear, entire mode is broken + } + } + } + IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); + IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); + } + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); + hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); +} +#endif + void R_GLSL_Restart_f(void) { unsigned int i, limit; @@ -4389,8 +4851,42 @@ void R_GLSL_Restart_f(void) if (cgshaderstring && cgshaderstring != builtincgshaderstring) Mem_Free(cgshaderstring); cgshaderstring = NULL; + if (hlslshaderstring && hlslshaderstring != builtincgshaderstring) + Mem_Free(hlslshaderstring); + hlslshaderstring = NULL; switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + r_hlsl_permutation_t *p; + r_hlsl_permutation = NULL; +// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR +// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR +// cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR +// cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR + limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray); + for (i = 0;i < limit;i++) + { + if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i))) + { + if (p->vertexshader) + IDirect3DVertexShader9_Release(p->vertexshader); + if (p->pixelshader) + IDirect3DPixelShader9_Release(p->pixelshader); + Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p); + } + } + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: { r_glsl_permutation_t *p; @@ -4478,6 +4974,25 @@ void R_GLSL_DumpShader_f(void) else Con_Printf("failed to write to cg/default.cg\n"); #endif + +#ifdef SUPPORTD3D + file = FS_OpenRealFile("hlsl/default.hlsl", "w", false); + if (file) + { + FS_Print(file, "/* The engine may define the following macros:\n"); + FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n"); + for (i = 0;i < SHADERMODE_COUNT;i++) + FS_Print(file, hlslshadermodeinfo[i].pretext); + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + FS_Print(file, shaderpermutationinfo[i].pretext); + FS_Print(file, "*/\n"); + FS_Print(file, builtincgshaderstring); + FS_Close(file); + Con_Printf("hlsl/default.hlsl written\n"); + } + else + Con_Printf("failed to write to hlsl/default.hlsl\n"); +#endif } void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale) @@ -4486,10 +5001,23 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod texturemode = GL_MODULATE; switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)))); - if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first ); - if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second); + R_Mesh_TexBind(GL20TU_FIRST , first ); + R_Mesh_TexBind(GL20TU_SECOND, second); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG @@ -4516,6 +5044,17 @@ void R_SetupShader_DepthOrShadow(void) { switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0); break; @@ -4538,6 +5077,17 @@ void R_SetupShader_ShowDepth(void) { switch (vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTHLSL + R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0); break; @@ -4570,6 +5120,7 @@ extern int r_shadow_shadowmappcf; extern rtexture_t *r_shadow_shadowmaprectangletexture; extern rtexture_t *r_shadow_shadowmap2dtexture; extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +extern rtexture_t *r_shadow_shadowmap2dcolortexture; extern rtexture_t *r_shadow_shadowmapvsdcttexture; extern matrix4x4_t r_shadow_shadowmapmatrix; extern int r_shadow_shadowmaplod; // changes for each light based on distance @@ -4580,7 +5131,7 @@ extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; extern cvar_t gl_mesh_separatearrays; -void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist) +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -4589,6 +5140,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, unsigned int permutation = 0; unsigned int mode = 0; float m16f[16]; + r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane; if (rsurfacepass == RSURFPASS_BACKGROUND) { // distorted background @@ -4928,6 +5480,149 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer); + R_SetupShader_SetPermutationHLSL(mode, permutation); + Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); + if (mode == SHADERMODE_LIGHTSOURCE) + { + Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + } + else + { + if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + } + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); + Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); + hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + + if (mode == SHADERMODE_LIGHTSOURCE) + { + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale); + + // additive passes are only darkened by fog, not tinted + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + else + { + if (mode == SHADERMODE_FLATCOLOR) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]); + } + else if (mode == SHADERMODE_LIGHTDIRECTION) + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); + hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); + } + else + { + hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + } + // additive passes are only darkened by fog, not tinted + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD) + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); + else + hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); + hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + hlslPSSetParameter4fv(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f); + hlslPSSetParameter4fv(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + } + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); + hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3]); + hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); + if (rsurface.texture->pantstexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0); + if (rsurface.texture->shirttexture) + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]); + else + hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0); + hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); + hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist); + hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip); + hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade); + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture ); + R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture ); + R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture ); + R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture ); + if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture ); + if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture ); + if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); + if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); + if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); + R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); + if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); + if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); + if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) + { + R_Mesh_TexBind((permutation & SHADERPERMUTATION_SHADOWMAPORTHO) ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, (permutation & SHADERPERMUTATION_SHADOWSAMPLER) ? r_shadow_shadowmap2dtexture : r_shadow_shadowmap2dcolortexture); + if (rsurface.rtlight) + { + if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: if (gl_mesh_separatearrays.integer) { @@ -5050,13 +5745,21 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube); if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); - if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , r_texture_white ); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , r_texture_blanknormalmap ); + if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); + if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , r_texture_white ); - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , r_texture_white ); - if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); - if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); + R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); + } + else + { + if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + } +// if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); +// if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) @@ -5212,11 +5915,19 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , r_texture_white );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , r_texture_blanknormalmap );CHECKCGERROR + if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , r_texture_white );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , r_texture_white );CHECKCGERROR + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR + } + else + { + if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR + } if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR @@ -5298,6 +6009,37 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + R_SetupShader_SetPermutationHLSL(mode, permutation); + hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); + hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); + hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f)); + hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + + R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); + R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); + R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); + R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); + R_Mesh_TexBind(GL20TU_SHADOWMAPRECT , r_shadow_shadowmaprectangletexture ); + if (r_shadow_usingshadowmapcube) + R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; case RENDERPATH_GL20: R_SetupShader_SetPermutationGLSL(mode, permutation); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); @@ -6189,6 +6931,9 @@ void gl_main_start(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); Cvar_SetValueQuick(&r_glsl, 1); @@ -6252,6 +6997,12 @@ void gl_main_start(void) memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256); cgshaderstring = NULL; +#endif +#ifdef SUPPORTD3D + r_hlsl_permutation = NULL; + memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); + Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); + hlslshaderstring = NULL; #endif memset(&r_svbsp, 0, sizeof (r_svbsp)); @@ -6265,8 +7016,25 @@ void gl_main_shutdown(void) R_Main_FreeViewCache(); - if (r_maxqueries) - qglDeleteQueriesARB(r_maxqueries, r_queries); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (r_maxqueries) + qglDeleteQueriesARB(r_maxqueries, r_queries); + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } r_numqueries = 0; r_maxqueries = 0; @@ -6297,14 +7065,6 @@ void gl_main_shutdown(void) //r_texture_fogintensity = NULL; memset(&r_bloomstate, 0, sizeof(r_bloomstate)); memset(&r_waterstate, 0, sizeof(r_waterstate)); - r_glsl_permutation = NULL; - memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); - glslshaderstring = NULL; -#ifdef SUPPORTCG - r_cg_permutation = NULL; - memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash)); - cgshaderstring = NULL; -#endif R_GLSL_Restart_f(); } @@ -6529,9 +7289,7 @@ void GL_Init (void) Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) - CHECKGLERROR - qglClearColor(0,0,0,1);CHECKGLERROR - qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -6825,6 +7583,9 @@ void R_AnimCache_CacheVisibleEntities(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7321,6 +8082,18 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); + hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); + break; case RENDERPATH_GL20: if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f); @@ -7359,16 +8132,25 @@ void R_ResetViewRendering2D(void) GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(false); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } + GL_CullFace(GL_NONE); } void R_ResetViewRendering3D(void) @@ -7385,15 +8167,24 @@ void R_ResetViewRendering3D(void) GL_DepthMask(true); GL_DepthRange(0, 1); GL_DepthTest(true); + GL_DepthFunc(GL_LEQUAL); R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } GL_CullFace(r_refdef.view.cullface_back); } @@ -7429,6 +8220,9 @@ static void R_Water_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7593,14 +8387,14 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_refraction) goto error; } else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL); + p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); if (!p->texture_camera) goto error; } @@ -7608,7 +8402,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_reflection) goto error; } @@ -7747,6 +8541,9 @@ void R_Bloom_StartFrame(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: break; case RENDERPATH_GL13: case RENDERPATH_GL11: @@ -7799,7 +8596,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.screentexturewidth = screentexturewidth; r_bloomstate.screentextureheight = screentextureheight; if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL); } if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) { @@ -7809,7 +8606,7 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexturewidth = bloomtexturewidth; r_bloomstate.bloomtextureheight = bloomtextureheight; if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); } // when doing a reduced render (HDR) we want to use a smaller area @@ -7841,6 +8638,24 @@ void R_Bloom_StartFrame(void) r_bloomstate.bloomtexcoord2f[6] = 0; r_bloomstate.bloomtexcoord2f[7] = 0; + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + { + int i; + for (i = 0;i < 4;i++) + { + r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight; + r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight; + } + } + break; + } + if (r_hdr.integer || r_bloom.integer) { r_bloomstate.enabled = true; @@ -7859,7 +8674,21 @@ void R_Bloom_CopyBloomTexture(float colorscale) R_SetViewport(&r_bloomstate.viewport); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } // TODO: do boxfilter scale-down in shader? R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); @@ -7955,31 +8784,6 @@ void R_Bloom_MakeTexture(void) R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; } - - // apply subtract last - // (just like it would be in a GLSL shader) - if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract) - { - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1,1,1,1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - - GL_BlendFunc(GL_ONE, GL_ONE); - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); - GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; - qglBlendEquationEXT(GL_FUNC_ADD_EXT); - - // copy the darkened bloom view to a texture - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); - r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; - } } void R_HDR_RenderBloomTexture(void) @@ -8045,6 +8849,9 @@ static void R_BlendView(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: permutation = (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) @@ -8092,7 +8899,20 @@ static void R_BlendView(void) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Color(1, 1, 1, cl.motionbluralpha); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + break; + } R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; @@ -8139,12 +8959,12 @@ static void R_BlendView(void) R_ResetViewRendering2D(); GL_Color(1, 1, 1, 1); - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); GL_BlendFunc(GL_ONE, GL_ZERO); switch(vid.renderpath) { case RENDERPATH_GL20: + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); @@ -8157,9 +8977,11 @@ static void R_BlendView(void) if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4fARB(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; case RENDERPATH_CGGL: #ifdef SUPPORTCG + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation); if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR @@ -8172,8 +8994,34 @@ static void R_BlendView(void) if (r_cg_permutation->fp_UserVec4 ) cgGLSetParameter4f( r_cg_permutation->fp_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);CHECKCGERROR if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR + if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); #endif break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); + R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); + hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value); + hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); + hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; default: break; } @@ -8320,6 +9168,9 @@ void R_UpdateVariables(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if(v_glslgamma.integer && !vid_gammatables_trivial) { if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial) @@ -8414,7 +9265,7 @@ void R_RenderView(void) if (r_refdef.view.isoverlay) { // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas] - GL_Clear( GL_DEPTH_BUFFER_BIT ); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); R_TimeReport("depthclear"); r_refdef.view.showdebug = false; @@ -10925,27 +11776,6 @@ void RSurf_DrawBatch(void) R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset); } -static void RSurf_BindLightmapForBatch(void) -{ - switch(vid.renderpath) - { - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR - if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR -#endif - break; - case RENDERPATH_GL20: - if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture); - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - R_Mesh_TexBind(0, rsurface.lightmaptexture); - break; - } -} - static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) { // pick the closest matching water plane @@ -10975,30 +11805,6 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) return bestplaneindex; } -static void RSurf_BindReflectionForBatch(int planeindex) -{ - // pick the closest matching water plane and bind textures - r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL; - switch(vid.renderpath) - { - case RENDERPATH_CGGL: -#ifdef SUPPORTCG - if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR} - else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR} - if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR} -#endif - break; - case RENDERPATH_GL20: - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black); - else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black); - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black); - break; - case RENDERPATH_GL13: - case RENDERPATH_GL11: - break; - } -} - static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) { int i; @@ -11114,7 +11920,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qb if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_BindLightmapForBatch(); + R_Mesh_TexBind(0, rsurface.lightmaptexture); RSurf_DrawBatch(); } @@ -11307,7 +12113,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render screenspace normalmap to texture GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL); RSurf_DrawBatch(); return; } @@ -11328,24 +12134,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render water or distortion background GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start); - RSurf_BindReflectionForBatch(startplaneindex); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); RSurf_DrawBatch(); // blend surface on top GL_DepthMask(false); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL); RSurf_DrawBatch(); } else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene) { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start); - RSurf_BindReflectionForBatch(startplaneindex); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex)); RSurf_DrawBatch(); } } @@ -11354,9 +12154,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface // render surface batch normally GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist); - if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) - RSurf_BindLightmapForBatch(); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL); RSurf_DrawBatch(); } @@ -11381,7 +12179,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); @@ -11459,10 +12257,9 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } @@ -11485,7 +12282,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface else { GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR + GL_DepthFunc(GL_EQUAL); } } GL_DepthMask(layer->depthmask && writedepth); @@ -11561,10 +12358,9 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } } - CHECKGLERROR if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_AlphaTest(false); } } @@ -11761,6 +12557,9 @@ static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11786,6 +12585,9 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; case RENDERPATH_GL13: @@ -11820,6 +12622,9 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: @@ -12788,6 +13593,24 @@ void R_DrawDebugModel(void) dp_model_t *model = ent->model; vec3_t v; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; + } + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL; R_Mesh_ResetTextureState(); @@ -13073,6 +13896,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); break; case RENDERPATH_GL13: @@ -13087,6 +13913,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: RSurf_ActiveModelEntity(ent, true, true, false); break; case RENDERPATH_GL13: diff --git a/gl_textures.c b/gl_textures.c index 47981b43..bf504d96 100644 --- a/gl_textures.c +++ b/gl_textures.c @@ -1,5 +1,9 @@ #include "quakedef.h" +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif #include "image.h" #include "jpeg.h" #include "image_png.h" @@ -32,6 +36,16 @@ qboolean gl_filter_force = false; int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR; int gl_filter_mag = GL_LINEAR; +#ifdef SUPPORTD3D +int d3d_filter_flatmin = D3DTEXF_LINEAR; +int d3d_filter_flatmag = D3DTEXF_LINEAR; +int d3d_filter_flatmix = D3DTEXF_POINT; +int d3d_filter_mipmin = D3DTEXF_LINEAR; +int d3d_filter_mipmag = D3DTEXF_LINEAR; +int d3d_filter_mipmix = D3DTEXF_LINEAR; +int d3d_filter_nomip = false; +#endif + static mempool_t *texturemempool; static memexpandablearray_t texturearray; @@ -104,6 +118,22 @@ typedef struct gltexture_s int texnum; // GL texture slot number qboolean dirty; // indicates that R_RealGetTexture should be called int gltexturetypeenum; // used by R_Mesh_TexBind + // d3d stuff the backend needs + void *d3dtexture; +#ifdef SUPPORTD3D + int d3dformat; + int d3dusage; + int d3dpool; + int d3daddressu; + int d3daddressv; + int d3daddressw; + int d3dmagfilter; + int d3dminfilter; + int d3dmipfilter; + int d3dmaxmiplevelfilter; + int d3dmipmaplodbias; + int d3dmaxmiplevel; +#endif // dynamic texture stuff [11/22/2007 Black] updatecallback_t updatecallback; @@ -143,6 +173,8 @@ typedef struct gltexture_s int tilewidth, tileheight, tiledepth; // 1 or 6 depending on texturetype int sides; + // how many mipmap levels in this texture + int miplevels; // bytes per pixel int bytesperpixel; // GL_RGB or GL_RGBA or GL_DEPTH_COMPONENT @@ -323,6 +355,25 @@ static glmode_t modes[6] = {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} }; +#ifdef SUPPORTD3D +typedef struct d3dmode_s +{ + char *name; + int m1, m2; +} +d3dmode_t; + +static d3dmode_t d3dmodes[6] = +{ + {"GL_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT}, + {"GL_LINEAR", D3DTEXF_LINEAR, D3DTEXF_POINT}, + {"GL_NEAREST_MIPMAP_NEAREST", D3DTEXF_POINT, D3DTEXF_POINT}, + {"GL_LINEAR_MIPMAP_NEAREST", D3DTEXF_LINEAR, D3DTEXF_POINT}, + {"GL_NEAREST_MIPMAP_LINEAR", D3DTEXF_POINT, D3DTEXF_LINEAR}, + {"GL_LINEAR_MIPMAP_LINEAR", D3DTEXF_LINEAR, D3DTEXF_LINEAR} +}; +#endif + static void GL_TextureMode_f (void) { int i; @@ -358,37 +409,82 @@ static void GL_TextureMode_f (void) gl_filter_mag = modes[i].magnification; gl_filter_force = ((Cmd_Argc() > 2) && !strcasecmp(Cmd_Argv(2), "force")); - // change all the existing mipmap texture objects - // FIXME: force renderer(/client/something?) restart instead? - CHECKGLERROR - GL_ActiveTexture(0); - for (pool = gltexturepoolchain;pool;pool = pool->next) + switch(vid.renderpath) { - for (glt = pool->gltchain;glt;glt = glt->chain) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // change all the existing mipmap texture objects + // FIXME: force renderer(/client/something?) restart instead? + CHECKGLERROR + GL_ActiveTexture(0); + for (pool = gltexturepoolchain;pool;pool = pool->next) { - // only update already uploaded images - if (glt->texnum && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR)))) + for (glt = pool->gltchain;glt;glt = glt->chain) { - oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); - qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR - if (glt->flags & TEXF_MIPMAP) + // only update already uploaded images + if (glt->texnum && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR)))) { - qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_min);CHECKGLERROR + oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); + qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR + if (glt->flags & TEXF_MIPMAP) + { + qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_min);CHECKGLERROR + } + else + { + qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_mag);CHECKGLERROR + } + qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR + qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR } - else + } + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + d3d_filter_flatmin = d3dmodes[i].m1; + d3d_filter_flatmag = d3dmodes[i].m1; + d3d_filter_flatmix = D3DTEXF_POINT; + d3d_filter_mipmin = d3dmodes[i].m1; + d3d_filter_mipmag = d3dmodes[i].m1; + d3d_filter_mipmix = d3dmodes[i].m2; + d3d_filter_nomip = i < 2; + if (gl_texture_anisotropy.integer > 1 && i == 5) + d3d_filter_mipmin = d3d_filter_mipmag = D3DTEXF_ANISOTROPIC; + for (pool = gltexturepoolchain;pool;pool = pool->next) + { + for (glt = pool->gltchain;glt;glt = glt->chain) + { + // only update already uploaded images + if (glt->d3dtexture && (gl_filter_force || !(glt->flags & (TEXF_FORCENEAREST | TEXF_FORCELINEAR)))) { - qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MIN_FILTER, gl_filter_mag);CHECKGLERROR + if (glt->flags & TEXF_MIPMAP) + { + glt->d3dminfilter = d3d_filter_mipmin; + glt->d3dmagfilter = d3d_filter_mipmag; + glt->d3dmipfilter = d3d_filter_mipmix; + glt->d3dmaxmiplevelfilter = 0; + } + else + { + glt->d3dminfilter = d3d_filter_flatmin; + glt->d3dmagfilter = d3d_filter_flatmag; + glt->d3dmipfilter = d3d_filter_flatmix; + glt->d3dmaxmiplevelfilter = 0; + } } - qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAG_FILTER, gl_filter_mag);CHECKGLERROR - qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR } } +#endif + break; } } -static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, int inwidth, int inheight, int indepth, int *outwidth, int *outheight, int *outdepth) +static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, int inwidth, int inheight, int indepth, int *outwidth, int *outheight, int *outdepth, int *outmiplevels) { - int picmip = 0, maxsize = 0, width2 = 1, height2 = 1, depth2 = 1; + int picmip = 0, maxsize = 0, width2 = 1, height2 = 1, depth2 = 1, miplevels = 1; switch (texturetype) { @@ -442,6 +538,16 @@ static void GL_Texture_CalcImageSize(int texturetype, int flags, int miplevel, i } *outdepth = max(1, depth2); } + + miplevels = 1; + if (flags & TEXF_MIPMAP) + { + int extent = max(width2, max(height2, depth2)); + while(extent >>= 1) + miplevels++; + } + if (outmiplevels) + *outmiplevels = miplevels; } @@ -449,7 +555,7 @@ static int R_CalcTexelDataSize (gltexture_t *glt) { int width2, height2, depth2, size; - GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &width2, &height2, &depth2); + GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &width2, &height2, &depth2, NULL); size = width2 * height2 * depth2; @@ -524,10 +630,26 @@ static void R_TextureStats_f(void) static void r_textures_start(void) { - // LordHavoc: allow any alignment - CHECKGLERROR - qglPixelStorei(GL_UNPACK_ALIGNMENT, 1);CHECKGLERROR - qglPixelStorei(GL_PACK_ALIGNMENT, 1);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + // LordHavoc: allow any alignment + CHECKGLERROR + qglPixelStorei(GL_UNPACK_ALIGNMENT, 1);CHECKGLERROR + qglPixelStorei(GL_PACK_ALIGNMENT, 1);CHECKGLERROR + break; + case RENDERPATH_D3D9: + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } texturemempool = Mem_AllocPool("texture management", 0, NULL); Mem_ExpandableArray_NewArray(&texturearray, texturemempool, sizeof(gltexture_t), 512); @@ -563,6 +685,94 @@ static void r_textures_newmap(void) { } +static void r_textures_devicelost(void) +{ + int i, endindex; + gltexture_t *glt; + endindex = Mem_ExpandableArray_IndexRange(&texturearray); + for (i = 0;i < endindex;i++) + { + glt = (gltexture_t *) Mem_ExpandableArray_RecordAtIndex(&texturearray, i); + if (!glt || !(glt->flags & TEXF_RENDERTARGET)) + continue; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (glt->tiledepth > 1) + IDirect3DVolumeTexture9_Release((IDirect3DVolumeTexture9 *)glt->d3dtexture); + else if (glt->sides == 6) + IDirect3DCubeTexture9_Release((IDirect3DCubeTexture9 *)glt->d3dtexture); + else + IDirect3DTexture9_Release((IDirect3DTexture9 *)glt->d3dtexture); + glt->d3dtexture = NULL; +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } +} + +static void r_textures_devicerestored(void) +{ + int i, endindex; + gltexture_t *glt; + endindex = Mem_ExpandableArray_IndexRange(&texturearray); + for (i = 0;i < endindex;i++) + { + glt = (gltexture_t *) Mem_ExpandableArray_RecordAtIndex(&texturearray, i); + if (!glt || !(glt->flags & TEXF_RENDERTARGET)) + continue; + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + HRESULT d3dresult; + if (glt->tiledepth > 1) + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!"); + } + else if (glt->sides == 6) + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!"); + } + else + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateTexture failed!"); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } +} + + void R_Textures_Init (void) { Cmd_AddCommand("gl_texturemode", &GL_TextureMode_f, "set texture filtering mode (GL_NEAREST, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, etc); an additional argument 'force' forces the texture mode even in cases where it may not be appropriate"); @@ -590,7 +800,7 @@ void R_Textures_Init (void) Cvar_RegisterVariable (&gl_texturecompression_reflectmask); Cvar_RegisterVariable (&gl_nopartialtextureupdates); - R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap, NULL, NULL); + R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap, r_textures_devicelost, r_textures_devicerestored); } void R_Textures_Frame (void) @@ -623,23 +833,35 @@ void R_Textures_Frame (void) Cvar_SetValueQuick(&gl_texture_anisotropy, old_aniso); - CHECKGLERROR - GL_ActiveTexture(0); - for (pool = gltexturepoolchain;pool;pool = pool->next) + switch(vid.renderpath) { - for (glt = pool->gltchain;glt;glt = glt->chain) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + GL_ActiveTexture(0); + for (pool = gltexturepoolchain;pool;pool = pool->next) { - // only update already uploaded images - if (glt->texnum && (glt->flags & TEXF_MIPMAP) == TEXF_MIPMAP) + for (glt = pool->gltchain;glt;glt = glt->chain) { - oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); + // only update already uploaded images + if (glt->texnum && (glt->flags & TEXF_MIPMAP) == TEXF_MIPMAP) + { + oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); - qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR - qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR + qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR + qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR - qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR + qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR + } } } + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; } } } @@ -753,12 +975,24 @@ static void R_Upload(gltexture_t *glt, const unsigned char *data, int fragx, int const unsigned char *prevbuffer; prevbuffer = data; - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR - // we need to restore the texture binding after finishing the upload - GL_ActiveTexture(0); - oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); - qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR + // we need to restore the texture binding after finishing the upload + GL_ActiveTexture(0); + oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); + qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR + break; + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } // these are rounded up versions of the size to do better resampling if (vid.support.arb_texture_non_power_of_two || glt->texturetype == GLTEXTURETYPE_RECTANGLE) @@ -794,16 +1028,42 @@ static void R_Upload(gltexture_t *glt, const unsigned char *data, int fragx, int if ((glt->flags & (TEXF_MIPMAP | TEXF_PICMIP)) == 0 && glt->inputwidth == glt->tilewidth && glt->inputheight == glt->tileheight && glt->inputdepth == glt->tiledepth && (fragx != 0 || fragy != 0 || fragwidth != glt->tilewidth || fragheight != glt->tileheight)) { // update a portion of the image - switch(glt->texturetype) + if (glt->texturetype != GLTEXTURETYPE_2D) + Sys_Error("R_Upload: partial update of type other than 2D"); + switch(vid.renderpath) { - case GLTEXTURETYPE_2D: + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: qglTexSubImage2D(GL_TEXTURE_2D, 0, fragx, fragy, fragwidth, fragheight, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR break; - case GLTEXTURETYPE_3D: - qglTexSubImage3D(GL_TEXTURE_3D, 0, fragx, fragy, fragz, fragwidth, fragheight, fragdepth, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + RECT d3drect; + D3DLOCKED_RECT d3dlockedrect; + int y; + memset(&d3drect, 0, sizeof(d3drect)); + d3drect.left = fragx; + d3drect.top = fragy; + d3drect.right = fragx+fragwidth; + d3drect.bottom = fragy+fragheight; + if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, 0, &d3dlockedrect, &d3drect, 0) == D3D_OK && d3dlockedrect.pBits) + { + for (y = 0;y < fragheight;y++) + memcpy((unsigned char *)d3dlockedrect.pBits + d3dlockedrect.Pitch * y, (unsigned char *)prevbuffer + fragwidth*glt->bytesperpixel * y, fragwidth*glt->bytesperpixel); + IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, 0); + } + } +#endif break; - default: - Host_Error("R_Upload: partial update of type other than 2D"); + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; } } @@ -828,79 +1088,241 @@ static void R_Upload(gltexture_t *glt, const unsigned char *data, int fragx, int } } mip = 0; - if (qglGetCompressedTexImageARB) + switch(vid.renderpath) { - if (gl_texturecompression.integer >= 2) - qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST); - else - qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST); - CHECKGLERROR - } - switch(glt->texturetype) - { - case GLTEXTURETYPE_2D: - qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR - if (glt->flags & TEXF_MIPMAP) - { - while (width > 1 || height > 1 || depth > 1) - { - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); - prevbuffer = resizebuffer; - qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR - } - } - break; - case GLTEXTURETYPE_3D: - qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR - if (glt->flags & TEXF_MIPMAP) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (qglGetCompressedTexImageARB) { - while (width > 1 || height > 1 || depth > 1) - { - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); - prevbuffer = resizebuffer; - qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR - } + if (gl_texturecompression.integer >= 2) + qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST); + else + qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_FASTEST); + CHECKGLERROR } - break; - case GLTEXTURETYPE_CUBEMAP: - // convert and upload each side in turn, - // from a continuous block of input texels - texturebuffer = (unsigned char *)prevbuffer; - for (i = 0;i < 6;i++) + switch(glt->texturetype) { - prevbuffer = texturebuffer; - texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel; - if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) - { - Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer); - prevbuffer = resizebuffer; - } - // picmip/max_size - while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth) + case GLTEXTURETYPE_2D: + qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + if (glt->flags & TEXF_MIPMAP) { - Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth); - prevbuffer = resizebuffer; + while (width > 1 || height > 1 || depth > 1) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); + prevbuffer = resizebuffer; + qglTexImage2D(GL_TEXTURE_2D, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + } } - mip = 0; - qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + break; + case GLTEXTURETYPE_3D: + qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR if (glt->flags & TEXF_MIPMAP) { while (width > 1 || height > 1 || depth > 1) { Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); prevbuffer = resizebuffer; - qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + qglTexImage3D(GL_TEXTURE_3D, mip++, glt->glinternalformat, width, height, depth, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR } } + break; + case GLTEXTURETYPE_CUBEMAP: + // convert and upload each side in turn, + // from a continuous block of input texels + texturebuffer = (unsigned char *)prevbuffer; + for (i = 0;i < 6;i++) + { + prevbuffer = texturebuffer; + texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel; + if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) + { + Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer); + prevbuffer = resizebuffer; + } + // picmip/max_size + while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth); + prevbuffer = resizebuffer; + } + mip = 0; + qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + if (glt->flags & TEXF_MIPMAP) + { + while (width > 1 || height > 1 || depth > 1) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); + prevbuffer = resizebuffer; + qglTexImage2D(cubemapside[i], mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, prevbuffer);CHECKGLERROR + } + } + } + break; + case GLTEXTURETYPE_RECTANGLE: + qglTexImage2D(GL_TEXTURE_RECTANGLE_ARB, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, NULL);CHECKGLERROR + break; } + GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype); + qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR break; - case GLTEXTURETYPE_RECTANGLE: - qglTexImage2D(GL_TEXTURE_RECTANGLE_ARB, mip++, glt->glinternalformat, width, height, 0, glt->glformat, glt->gltype, NULL);CHECKGLERROR + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + if (!(glt->flags & TEXF_RENDERTARGET)) + { + D3DLOCKED_RECT d3dlockedrect; + D3DLOCKED_BOX d3dlockedbox; + switch(glt->texturetype) + { + case GLTEXTURETYPE_2D: + if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) + { + if (prevbuffer) + memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); + else + memset(d3dlockedrect.pBits, 255, width*height*glt->bytesperpixel); + IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); + } + mip++; + if ((glt->flags & TEXF_MIPMAP) && prevbuffer) + { + while (width > 1 || height > 1 || depth > 1) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); + prevbuffer = resizebuffer; + if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) + { + memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); + IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); + } + mip++; + } + } + break; + case GLTEXTURETYPE_3D: + if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits) + { + // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes + memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel); + IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip); + } + mip++; + if (glt->flags & TEXF_MIPMAP) + { + while (width > 1 || height > 1 || depth > 1) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); + prevbuffer = resizebuffer; + if (IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip, &d3dlockedbox, NULL, 0) == D3D_OK && d3dlockedbox.pBits) + { + // we are not honoring the RowPitch or SlicePitch, hopefully this works with all sizes + memcpy(d3dlockedbox.pBits, prevbuffer, width*height*depth*glt->bytesperpixel); + IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9*)glt->d3dtexture, mip); + } + mip++; + } + } + break; + case GLTEXTURETYPE_CUBEMAP: + // convert and upload each side in turn, + // from a continuous block of input texels + texturebuffer = (unsigned char *)prevbuffer; + for (i = 0;i < 6;i++) + { + prevbuffer = texturebuffer; + texturebuffer += glt->inputwidth * glt->inputheight * glt->inputdepth * glt->textype->inputbytesperpixel; + if (glt->inputwidth != width || glt->inputheight != height || glt->inputdepth != depth) + { + Image_Resample32(prevbuffer, glt->inputwidth, glt->inputheight, glt->inputdepth, resizebuffer, width, height, depth, r_lerpimages.integer); + prevbuffer = resizebuffer; + } + // picmip/max_size + while (width > glt->tilewidth || height > glt->tileheight || depth > glt->tiledepth) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, glt->tilewidth, glt->tileheight, glt->tiledepth); + prevbuffer = resizebuffer; + } + mip = 0; + if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) + { + memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); + IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip); + } + mip++; + if (glt->flags & TEXF_MIPMAP) + { + while (width > 1 || height > 1 || depth > 1) + { + Image_MipReduce32(prevbuffer, resizebuffer, &width, &height, &depth, 1, 1, 1); + prevbuffer = resizebuffer; + if (IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) + { + memcpy(d3dlockedrect.pBits, prevbuffer, width*height*glt->bytesperpixel); + IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9*)glt->d3dtexture, (D3DCUBEMAP_FACES)i, mip); + } + mip++; + } + } + } + break; + case GLTEXTURETYPE_RECTANGLE: + Sys_Error("Direct3D does not have RECTANGLE textures\n"); + break; + } + } + glt->d3daddressw = 0; + if (glt->flags & TEXF_CLAMP) + { + glt->d3daddressu = D3DTADDRESS_CLAMP; + glt->d3daddressv = D3DTADDRESS_CLAMP; + if (glt->tiledepth > 1) + glt->d3daddressw = D3DTADDRESS_CLAMP; + } + else + { + glt->d3daddressu = D3DTADDRESS_WRAP; + glt->d3daddressv = D3DTADDRESS_WRAP; + if (glt->tiledepth > 1) + glt->d3daddressw = D3DTADDRESS_WRAP; + } + glt->d3dmipmaplodbias = 0; + glt->d3dmaxmiplevel = 0; + glt->d3dmaxmiplevelfilter = d3d_filter_nomip ? 0 : glt->d3dmaxmiplevel; + if (glt->flags & TEXF_FORCELINEAR) + { + glt->d3dminfilter = D3DTEXF_LINEAR; + glt->d3dmagfilter = D3DTEXF_LINEAR; + glt->d3dmipfilter = D3DTEXF_POINT; + } + else if (glt->flags & TEXF_FORCENEAREST) + { + glt->d3dminfilter = D3DTEXF_POINT; + glt->d3dmagfilter = D3DTEXF_POINT; + glt->d3dmipfilter = D3DTEXF_POINT; + } + else if (glt->flags & TEXF_MIPMAP) + { + glt->d3dminfilter = d3d_filter_mipmin; + glt->d3dmagfilter = d3d_filter_mipmag; + glt->d3dmipfilter = d3d_filter_mipmix; + } + else + { + glt->d3dminfilter = d3d_filter_flatmin; + glt->d3dmagfilter = d3d_filter_flatmag; + glt->d3dmipfilter = d3d_filter_flatmix; + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; } - GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype); } - qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR } static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, int sides, int flags, int miplevel, textype_t textype, int texturetype, const unsigned char *data, const unsigned int *palette) @@ -909,6 +1331,7 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden gltexture_t *glt; gltexturepool_t *pool = (gltexturepool_t *)rtexturepool; textypeinfo_t *texinfo, *texinfo2; + unsigned char *temppixels = NULL; if (cls.state == ca_dedicated) return NULL; @@ -937,6 +1360,17 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden return NULL; } + if (textype == TEXTYPE_RGBA) + { + // swap bytes + static int rgbaswapindices[4] = {2, 1, 0, 3}; + textype = TEXTYPE_BGRA; + texinfo = R_GetTexTypeInfo(textype, flags); + temppixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * depth * sides * 4); + Image_CopyMux(temppixels, data, width, height*depth*sides, false, false, false, 4, 4, rgbaswapindices); + data = temppixels; + } + // clear the alpha flag if the texture has no transparent pixels switch(textype) { @@ -991,7 +1425,7 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden flags |= TEXF_ALPHA; break; default: - Host_Error("R_LoadTexture: unknown texture type"); + Sys_Error("R_LoadTexture: unknown texture type"); } texinfo2 = R_GetTexTypeInfo(textype, flags); @@ -1027,18 +1461,83 @@ static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *iden glt->updatecallback = NULL; glt->updatacallback_data = NULL; - GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth); + GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->miplevel, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth, &glt->miplevels); // upload the texture // data may be NULL (blank texture for dynamic rendering) - CHECKGLERROR - qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DFORMAT d3dformat; + D3DPOOL d3dpool; + DWORD d3dusage; + HRESULT d3dresult; + d3dusage = 0; + d3dpool = D3DPOOL_MANAGED; + if (flags & TEXF_RENDERTARGET) + { + d3dusage |= D3DUSAGE_RENDERTARGET; + d3dpool = D3DPOOL_DEFAULT; + } + switch(textype) + { + case TEXTYPE_PALETTE: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; + case TEXTYPE_RGBA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8B8G8R8 : D3DFMT_X8B8G8R8;break; + case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; + case TEXTYPE_COLORBUFFER: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; + case TEXTYPE_SHADOWMAP: d3dformat = D3DFMT_D16;d3dusage = D3DUSAGE_DEPTHSTENCIL;break; // note: can not use D3DUSAGE_RENDERTARGET here + case TEXTYPE_ALPHA: d3dformat = D3DFMT_A8;break; + default: d3dformat = D3DFMT_A8R8G8B8;Sys_Error("R_LoadTexture: unsupported texture type %i when picking D3DFMT", (int)textype);break; + } + glt->d3dformat = d3dformat; + glt->d3dusage = d3dusage; + glt->d3dpool = d3dpool; + if (glt->tiledepth > 1) + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateVolumeTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->tiledepth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DVolumeTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateVolumeTexture failed!"); + } + else if (glt->sides == 6) + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateCubeTexture(vid_d3d9dev, glt->tilewidth, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DCubeTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateCubeTexture failed!"); + } + else + { + if (FAILED(d3dresult = IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, glt->d3dusage, (D3DFORMAT)glt->d3dformat, (D3DPOOL)glt->d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL))) + Sys_Error("IDirect3DDevice9_CreateTexture failed!"); + } + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + R_Upload(glt, data, 0, 0, 0, glt->inputwidth, glt->inputheight, glt->inputdepth); if ((glt->flags & TEXF_ALLOWUPDATES) && gl_nopartialtextureupdates.integer) glt->bufferpixels = (unsigned char *)Mem_Alloc(texturemempool, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->sides*glt->bytesperpixel); + // free any temporary processing buffer we allocated... + if (temppixels) + Mem_Free(temppixels); + // texture converting and uploading can take a while, so make sure we're sending keepalives - CL_KeepaliveMessage(false); + // FIXME: this causes rendering during R_Shadow_DrawLights +// CL_KeepaliveMessage(false); return (rtexture_t *)glt; } @@ -1065,7 +1564,7 @@ rtexture_t *R_LoadTextureRectangle(rtexturepool_t *rtexturepool, const char *ide static int R_ShadowMapTextureFlags(int precision, qboolean filter) { - int flags = TEXF_CLAMP; + int flags = TEXF_RENDERTARGET | TEXF_CLAMP; if (filter) flags |= TEXF_FORCELINEAR | TEXF_COMPARE; else @@ -1425,17 +1924,54 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen glt->tilewidth = mipwidth; glt->tileheight = mipheight; glt->tiledepth = 1; + glt->miplevels = dds_miplevels; // texture uploading can take a while, so make sure we're sending keepalives CL_KeepaliveMessage(false); + // create the texture object + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + CHECKGLERROR + GL_ActiveTexture(0); + oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); + qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR + qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DFORMAT d3dformat; + D3DPOOL d3dpool; + DWORD d3dusage; + switch(textype) + { + case TEXTYPE_BGRA: d3dformat = (flags & TEXF_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8;break; + case TEXTYPE_DXT1: case TEXTYPE_DXT1A: d3dformat = D3DFMT_DXT1;break; + case TEXTYPE_DXT3: d3dformat = D3DFMT_DXT3;break; + case TEXTYPE_DXT5: d3dformat = D3DFMT_DXT5;break; + default: d3dformat = D3DFMT_A8R8G8B8;Host_Error("R_LoadTextureDDSFile: unsupported texture type %i when picking D3DFMT", (int)textype);break; + } + d3dusage = 0; + d3dpool = D3DPOOL_MANAGED; + IDirect3DDevice9_CreateTexture(vid_d3d9dev, glt->tilewidth, glt->tileheight, glt->miplevels, d3dusage, d3dformat, d3dpool, (IDirect3DTexture9 **)&glt->d3dtexture, NULL); + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + // upload the texture // we need to restore the texture binding after finishing the upload - CHECKGLERROR - GL_ActiveTexture(0); - oldbindtexnum = R_Mesh_TexBound(0, gltexturetypeenums[glt->texturetype]); - qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR - qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR mipcomplete = false; for (mip = 0;mip <= dds_miplevels;mip++) // <= to include the not-counted "largest" miplevel @@ -1443,13 +1979,40 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen mipsize = bytesperblock ? ((mipwidth+3)/4)*((mipheight+3)/4)*bytesperblock : mipwidth*mipheight*bytesperpixel; if (mippixels + mipsize > dds + ddssize) break; - if (bytesperblock) - { - qglCompressedTexImage2DARB(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, mipsize, mippixels);CHECKGLERROR - } - else + switch(vid.renderpath) { - qglTexImage2D(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, glt->glformat, glt->gltype, mippixels);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (bytesperblock) + { + qglCompressedTexImage2DARB(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, mipsize, mippixels);CHECKGLERROR + } + else + { + qglTexImage2D(GL_TEXTURE_2D, mip, glt->glinternalformat, mipwidth, mipheight, 0, glt->glformat, glt->gltype, mippixels);CHECKGLERROR + } + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + { + D3DLOCKED_RECT d3dlockedrect; + if (IDirect3DTexture9_LockRect((IDirect3DTexture9*)glt->d3dtexture, mip, &d3dlockedrect, NULL, 0) == D3D_OK && d3dlockedrect.pBits) + { + memcpy(d3dlockedrect.pBits, mippixels, mipsize); + IDirect3DTexture9_UnlockRect((IDirect3DTexture9*)glt->d3dtexture, mip); + } + break; + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } mippixels += mipsize; if (mipwidth <= 1 && mipheight <= 1) @@ -1462,13 +2025,63 @@ rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filen if (mipheight > 1) mipheight >>= 1; } - if (dds_miplevels >= 1 && !mipcomplete) + + // after upload we have to set some parameters... + switch(vid.renderpath) { - // need to set GL_TEXTURE_MAX_LEVEL - qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_LEVEL, dds_miplevels - 1);CHECKGLERROR + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + if (dds_miplevels >= 1 && !mipcomplete) + { + // need to set GL_TEXTURE_MAX_LEVEL + qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_LEVEL, dds_miplevels - 1);CHECKGLERROR + } + GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype); + qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + glt->d3daddressw = 0; + if (glt->flags & TEXF_CLAMP) + { + glt->d3daddressu = D3DTADDRESS_CLAMP; + glt->d3daddressv = D3DTADDRESS_CLAMP; + if (glt->tiledepth > 1) + glt->d3daddressw = D3DTADDRESS_CLAMP; + } + else + { + glt->d3daddressu = D3DTADDRESS_WRAP; + glt->d3daddressv = D3DTADDRESS_WRAP; + if (glt->tiledepth > 1) + glt->d3daddressw = D3DTADDRESS_WRAP; + } + glt->d3dmipmaplodbias = 0; + glt->d3dmaxmiplevel = 0; + glt->d3dmaxmiplevelfilter = 0; + if (glt->flags & TEXF_MIPMAP) + { + glt->d3dminfilter = d3d_filter_mipmin; + glt->d3dmagfilter = d3d_filter_mipmag; + glt->d3dmipfilter = d3d_filter_mipmix; + } + else + { + glt->d3dminfilter = d3d_filter_flatmin; + glt->d3dmagfilter = d3d_filter_flatmag; + glt->d3dmipfilter = d3d_filter_flatmix; + } +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } - GL_SetupTextureParameters(glt->flags, glt->textype->textype, glt->texturetype); - qglBindTexture(gltexturetypeenums[glt->texturetype], oldbindtexnum);CHECKGLERROR Mem_Free(dds); return (rtexture_t *)glt; @@ -1491,8 +2104,11 @@ void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, in Host_Error("R_UpdateTexture: no data supplied"); if (glt == NULL) Host_Error("R_UpdateTexture: no texture supplied"); - if (!glt->texnum) - Host_Error("R_UpdateTexture: texture has not been uploaded yet"); + if (!glt->texnum && !glt->d3dtexture) + { + Con_Printf("R_UpdateTexture: texture %p \"%s\" in pool %p has not been uploaded yet", glt, glt->identifier, glt->pool); + return; + } // update part of the texture if (glt->bufferpixels) { diff --git a/model_shared.c b/model_shared.c index 0309c7f6..5599b020 100644 --- a/model_shared.c +++ b/model_shared.c @@ -1221,19 +1221,19 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) // upload r_vertexmesh_t array as a buffer if (mesh->vertexmesh && !mesh->vertexmeshbuffer) - mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false); + mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false); // upload r_vertexposition_t array as a buffer if (mesh->vertexposition && !mesh->vertexpositionbuffer) - mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false); + mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false); // upload short indices as a buffer if (mesh->element3s && !mesh->element3s_indexbuffer) - mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false); + mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true); // upload int indices as a buffer if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s) - mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false); + mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false); // vertex buffer is several arrays and we put them in the same buffer // @@ -1256,7 +1256,7 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh) if (mesh->tvector3f ) memcpy(mem + mesh->vbooffset_tvector3f , mesh->tvector3f , mesh->numverts * sizeof(float[3])); if (mesh->normal3f ) memcpy(mem + mesh->vbooffset_normal3f , mesh->normal3f , mesh->numverts * sizeof(float[3])); if (mesh->texcoord2f ) memcpy(mem + mesh->vbooffset_texcoord2f , mesh->texcoord2f , mesh->numverts * sizeof(float[2])); - mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false); + mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false); Mem_Free(mem); } } @@ -2782,19 +2782,19 @@ void Mod_BuildVBOs(void) // upload r_vertexmesh_t array as a buffer if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer) - loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false); + loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false); // upload r_vertexposition_t array as a buffer if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer) - loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false); + loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false); // upload short indices as a buffer if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer) - loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false); + loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true); // upload int indices as a buffer if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s) - loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false); + loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false); // only build a vbo if one has not already been created (this is important for brush models which load specially) // vertex buffer is several arrays and we put them in the same buffer @@ -2822,7 +2822,7 @@ void Mod_BuildVBOs(void) if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2])); if (loadmodel->surfmesh.data_lightmapcolor4f ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f , loadmodel->surfmesh.data_lightmapcolor4f , loadmodel->surfmesh.num_vertices * sizeof(float[4])); - loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false); + loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false); Mem_Free(mem); } } diff --git a/model_shared.h b/model_shared.h index 8b15a6ef..144cdc66 100644 --- a/model_shared.h +++ b/model_shared.h @@ -137,6 +137,7 @@ typedef struct r_meshbuffer_s size_t size; qboolean isindexbuffer; qboolean isdynamic; + qboolean isindex16; char name[MAX_QPATH]; } r_meshbuffer_t; diff --git a/r_shadow.c b/r_shadow.c index 2155596b..ec0b84ef 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -140,6 +140,11 @@ demonstrated by the game Doom3. #include "portals.h" #include "image.h" +#ifdef SUPPORTD3D +#include +extern LPDIRECT3DDEVICE9 vid_d3d9dev; +#endif + extern void R_Shadow_EditLights_Init(void); typedef enum r_shadow_rendermode_e @@ -250,6 +255,7 @@ skinframe_t *r_shadow_lightcorona; rtexture_t *r_shadow_shadowmaprectangletexture; rtexture_t *r_shadow_shadowmap2dtexture; rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS]; +rtexture_t *r_shadow_shadowmap2dcolortexture; rtexture_t *r_shadow_shadowmapvsdcttexture; int r_shadow_shadowmapsize; // changes for each light based on distance int r_shadow_shadowmaplod; // changes for each light based on distance @@ -384,12 +390,11 @@ void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmappcf = 0; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_STENCIL; - switch(vid.renderpath) + if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) { - case RENDERPATH_GL20: - case RENDERPATH_CGGL: - if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object) + switch(vid.renderpath) { + case RENDERPATH_GL20: if(r_shadow_shadowmapfilterquality < 0) { if(vid.support.amd_texture_texture4 || vid.support.arb_texture_gather) @@ -449,12 +454,20 @@ void R_Shadow_SetShadowMode(void) r_shadow_shadowmapsampler = false; r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; } + break; + case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + r_shadow_shadowmapsampler = false; + r_shadow_shadowmappcf = 1; + r_shadow_shadowmode = R_SHADOW_SHADOWMODE_SHADOWMAP2D; + break; + case RENDERPATH_GL13: + break; + case RENDERPATH_GL11: + break; } - break; - case RENDERPATH_GL13: - break; - case RENDERPATH_GL11: - break; } } @@ -477,21 +490,14 @@ void R_Shadow_FreeShadowMaps(void) R_Shadow_SetShadowMode(); - if (!vid.support.ext_framebuffer_object || !vid.support.arb_fragment_shader) - return; + R_Mesh_DestroyFramebufferObject(r_shadow_fborectangle); - CHECKGLERROR + R_Mesh_DestroyFramebufferObject(r_shadow_fbo2d); + for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) + R_Mesh_DestroyFramebufferObject(r_shadow_fbocubeside[i]); - if (r_shadow_fborectangle) - qglDeleteFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR r_shadow_fborectangle = 0; - - if (r_shadow_fbo2d) - qglDeleteFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR r_shadow_fbo2d = 0; - for (i = 0;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++) - if (r_shadow_fbocubeside[i]) - qglDeleteFramebuffersEXT(1, &r_shadow_fbocubeside[i]);CHECKGLERROR memset(r_shadow_fbocubeside, 0, sizeof(r_shadow_fbocubeside)); if (r_shadow_shadowmaprectangletexture) @@ -507,11 +513,13 @@ void R_Shadow_FreeShadowMaps(void) R_FreeTexture(r_shadow_shadowmapcubetexture[i]); memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture)); + if (r_shadow_shadowmap2dcolortexture) + R_FreeTexture(r_shadow_shadowmap2dcolortexture); + r_shadow_shadowmap2dcolortexture = NULL; + if (r_shadow_shadowmapvsdcttexture) R_FreeTexture(r_shadow_shadowmapvsdcttexture); r_shadow_shadowmapvsdcttexture = NULL; - - CHECKGLERROR } void r_shadow_start(void) @@ -524,6 +532,7 @@ void r_shadow_start(void) r_shadow_shadowmaprectangletexture = NULL; r_shadow_shadowmap2dtexture = NULL; memset(r_shadow_shadowmapcubetexture, 0, sizeof(r_shadow_shadowmapcubetexture)); + r_shadow_shadowmap2dcolortexture = NULL; r_shadow_shadowmapvsdcttexture = NULL; r_shadow_shadowmapmaxsize = 0; r_shadow_shadowmapsize = 0; @@ -1338,30 +1347,28 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, tris = R_Shadow_ConstructShadowVolume_ZFail(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdirection, projectdistance, nummarktris, marktris); r_refdef.stats.lights_dynamicshadowtriangles += tris; r_refdef.stats.lights_shadowtriangles += tris; - CHECKGLERROR if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCIL) { // increment stencil if frontface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_front); - qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); // decrement stencil if backface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_back); - qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_front); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); // increment stencil if frontface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_back); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); } R_Mesh_PrepareVertices_Position_Arrays(outverts, shadowvertex3f); R_Mesh_Draw(0, outverts, 0, tris, shadowelements, NULL, 0, NULL, NULL, 0); - CHECKGLERROR } } @@ -1896,7 +1903,7 @@ void R_Shadow_ValidateCvars(void) Cvar_SetValueQuick(&gl_ext_stenciltwoside, 0); } -static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}}; +//static const r_vertexposition_t resetvertexposition[3] = {{0, 0, 0}}; void R_Shadow_RenderMode_Begin(void) { @@ -1914,7 +1921,7 @@ void R_Shadow_RenderMode_Begin(void) CHECKGLERROR R_Mesh_ResetTextureState(); - R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); +// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); @@ -1945,6 +1952,9 @@ void R_Shadow_RenderMode_Begin(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL; break; case RENDERPATH_GL13: @@ -1978,32 +1988,16 @@ void R_Shadow_RenderMode_ActiveLight(const rtlight_t *rtlight) void R_Shadow_RenderMode_Reset(void) { - CHECKGLERROR - if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE || r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE) - { - qglDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - } - if (vid.support.ext_framebuffer_object) - { - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR - } -#if 0 - qglDrawBuffer(r_shadow_drawbuffer);CHECKGLERROR - qglReadBuffer(r_shadow_readbuffer);CHECKGLERROR -#endif + R_Mesh_ResetRenderTargets(); R_SetViewport(&r_refdef.view.viewport); GL_Scissor(r_shadow_lightscissor[0], r_shadow_lightscissor[1], r_shadow_lightscissor[2], r_shadow_lightscissor[3]); R_Mesh_ResetTextureState(); - R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); +// R_Mesh_PrepareVertices_Position(0, resetvertexposition, NULL); GL_DepthRange(0, 1); GL_DepthTest(true); GL_DepthMask(false); - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_DepthFunc(GL_LEQUAL); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR - qglDisable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_ALWAYS, 128, 255);CHECKGLERROR r_refdef.view.cullface_front = r_shadow_cullface_front; r_refdef.view.cullface_back = r_shadow_cullface_back; GL_CullFace(r_refdef.view.cullface_back); @@ -2015,13 +2009,12 @@ void R_Shadow_RenderMode_Reset(void) r_shadow_usingshadowmapcube = false; r_shadow_usingshadowmap2d = false; r_shadow_usingshadowmaportho = false; - CHECKGLERROR + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } void R_Shadow_ClearStencil(void) { - CHECKGLERROR - GL_Clear(GL_STENCIL_BUFFER_BIT); + GL_Clear(GL_STENCIL_BUFFER_BIT, NULL, 1.0f, 128); r_refdef.stats.lights_clears++; } @@ -2030,47 +2023,24 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass) r_shadow_rendermode_t mode = zpass ? r_shadow_shadowingrendermode_zpass : r_shadow_shadowingrendermode_zfail; if (r_shadow_rendermode == mode) return; - CHECKGLERROR R_Shadow_RenderMode_Reset(); + GL_DepthFunc(GL_LESS); GL_ColorMask(0, 0, 0, 0); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR + GL_CullFace(GL_NONE); R_SetupShader_DepthOrShadow(); - qglDepthFunc(GL_LESS);CHECKGLERROR - qglEnable(GL_STENCIL_TEST);CHECKGLERROR r_shadow_rendermode = mode; switch(mode) { default: break; - case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: - GL_CullFace(GL_NONE); - qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR - qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR - break; - case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: - GL_CullFace(GL_NONE); - qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR - break; case R_SHADOW_RENDERMODE_ZPASS_STENCILTWOSIDE: - GL_CullFace(GL_NONE); - qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR - qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + case R_SHADOW_RENDERMODE_ZPASS_SEPARATESTENCIL: + R_SetStencilSeparate(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, GL_ALWAYS, 128, 255); break; case R_SHADOW_RENDERMODE_ZFAIL_STENCILTWOSIDE: - GL_CullFace(GL_NONE); - qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + case R_SHADOW_RENDERMODE_ZFAIL_SEPARATESTENCIL: + R_SetStencilSeparate(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, GL_ALWAYS, 128, 255); break; } } @@ -2097,52 +2067,67 @@ static void R_Shadow_MakeVSDCT(void) static void R_Shadow_MakeShadowMap(int side, int size) { - int status; switch (r_shadow_shadowmode) { case R_SHADOW_SHADOWMODE_SHADOWMAP2D: if (r_shadow_shadowmap2dtexture) return; r_shadow_shadowmap2dtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "shadowmap", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fbo2d);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbo2d);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_shadowmap2dtexture), 0);CHECKGLERROR + r_shadow_shadowmap2dcolortexture = NULL; + switch(vid.renderpath) + { +#ifdef SUPPORTD3D + case RENDERPATH_D3D9: + r_shadow_shadowmap2dcolortexture = R_LoadTexture2D(r_shadow_texturepool, "shadowmaprendertarget", size*2, size*(vid.support.arb_texture_non_power_of_two ? 3 : 4), NULL, TEXTYPE_BGRA, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, -1, NULL); + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); + break; +#endif + default: + r_shadow_fbo2d = R_Mesh_CreateFramebufferObject(r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); + break; + } break; case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: if (r_shadow_shadowmaprectangletexture) return; r_shadow_shadowmaprectangletexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "shadowmap", size*2, size*3, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fborectangle);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fborectangle);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, R_GetTexture(r_shadow_shadowmaprectangletexture), 0);CHECKGLERROR + r_shadow_fborectangle = R_Mesh_CreateFramebufferObject(r_shadow_shadowmaprectangletexture, NULL, NULL, NULL, NULL); break; case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) return; r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod] = R_LoadTextureShadowMapCube(r_shadow_texturepool, "shadowmapcube", size, r_shadow_shadowmapdepthbits, r_shadow_shadowmapsampler); - qglGenFramebuffersEXT(1, &r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_fbocubeside[r_shadow_shadowmaplod]);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + // special trick to get an empty fbo we configure ourselves... + r_shadow_fbocubeside[r_shadow_shadowmaplod] = R_Mesh_CreateFramebufferObject(NULL, NULL, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_fbocubeside[r_shadow_shadowmaplod], NULL, NULL, NULL, NULL, NULL); + if (qglFramebufferTexture2DEXT) + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR break; default: return; } + // render depth into the fbo, do not render color at all - qglDrawBuffer(GL_NONE);CHECKGLERROR - qglReadBuffer(GL_NONE);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)) - { - Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); - Cvar_SetValueQuick(&r_shadow_deferred, 0); + // validate the fbo now + if (qglDrawBuffer) + { + int status; + qglDrawBuffer(GL_NONE);CHECKGLERROR + qglReadBuffer(GL_NONE);CHECKGLERROR + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT && (r_shadow_shadowmapping.integer || r_shadow_deferred.integer)) + { + Con_Printf("R_Shadow_MakeShadowMap: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_shadowmapping, 0); + Cvar_SetValueQuick(&r_shadow_deferred, 0); + } } } +static float testcolor[4] = {0,1,0,1}; void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) { float nearclip, farclip, bias; r_viewport_t viewport; int flipped; GLuint fbo = 0; - CHECKGLERROR nearclip = r_shadow_shadowmapping_nearclip.value / rsurface.rtlight->radius; farclip = 1.0f; bias = r_shadow_shadowmapping_bias.value * nearclip * (1024.0f / size);// * rsurface.rtlight->radius; @@ -2163,7 +2148,6 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) R_Shadow_MakeVSDCT(); if (!r_shadow_shadowmap2dtexture) R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); - CHECKGLERROR if (r_shadow_shadowmap2dtexture) fbo = r_shadow_fbo2d; r_shadow_shadowmap_texturescale[0] = 1.0f / R_TextureWidth(r_shadow_shadowmap2dtexture); r_shadow_shadowmap_texturescale[1] = 1.0f / R_TextureHeight(r_shadow_shadowmap2dtexture); @@ -2180,7 +2164,6 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) R_Shadow_MakeVSDCT(); if (!r_shadow_shadowmaprectangletexture) R_Shadow_MakeShadowMap(side, r_shadow_shadowmapmaxsize); - CHECKGLERROR if(r_shadow_shadowmaprectangletexture) fbo = r_shadow_fborectangle; r_shadow_shadowmap_texturescale[0] = 1.0f; r_shadow_shadowmap_texturescale[1] = 1.0f; @@ -2195,7 +2178,6 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) // simple cube approach if (!r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) R_Shadow_MakeShadowMap(side, size); - CHECKGLERROR if (r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]) fbo = r_shadow_fbocubeside[r_shadow_shadowmaplod]; r_shadow_shadowmap_texturescale[0] = 0.0f; r_shadow_shadowmap_texturescale[1] = 0.0f; @@ -2208,20 +2190,14 @@ void R_Shadow_RenderMode_ShadowMap(int side, int clear, int size) R_Shadow_RenderMode_Reset(); if (fbo) { - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR + R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, r_shadow_shadowmap2dcolortexture, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(); } else - { R_SetupShader_ShowDepth(); - qglClearColor(1,1,1,1);CHECKGLERROR - } - CHECKGLERROR GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); - qglClearDepth(1); - CHECKGLERROR init_done: R_SetViewport(&viewport); @@ -2232,29 +2208,68 @@ init_done: flipped = (side & 1) ^ (side >> 2); r_refdef.view.cullface_front = flipped ? r_shadow_cullface_back : r_shadow_cullface_front; r_refdef.view.cullface_back = flipped ? r_shadow_cullface_front : r_shadow_cullface_back; - GL_CullFace(r_refdef.view.cullface_back); - if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask + switch(vid.renderpath) { - // get tightest scissor rectangle that encloses all viewports in the clear mask - int x1 = clear & 0x15 ? 0 : size; - int x2 = clear & 0x2A ? 2 * size : size; - int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size); - int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size); - GL_Scissor(x1, y1, x2 - x1, y2 - y1); - GL_Clear(GL_DEPTH_BUFFER_BIT); + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + GL_CullFace(r_refdef.view.cullface_back); + // OpenGL lets us scissor larger than the viewport, so go ahead and clear all views at once + if ((clear & ((2 << side) - 1)) == (1 << side)) // only clear if the side is the first in the mask + { + // get tightest scissor rectangle that encloses all viewports in the clear mask + int x1 = clear & 0x15 ? 0 : size; + int x2 = clear & 0x2A ? 2 * size : size; + int y1 = clear & 0x03 ? 0 : (clear & 0xC ? size : 2 * size); + int y2 = clear & 0x30 ? 3 * size : (clear & 0xC ? 2 * size : size); + GL_Scissor(x1, y1, x2 - x1, y2 - y1); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); + } + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + break; + case RENDERPATH_D3D9: + // completely different meaning than in OpenGL path + r_shadow_shadowmap_parameters[1] = 0; + r_shadow_shadowmap_parameters[3] = -bias; + // we invert the cull mode because we flip the projection matrix + // NOTE: this actually does nothing because the DrawShadowMap code sets it to doublesided... + GL_CullFace(r_refdef.view.cullface_front); + // D3D considers it an error to use a scissor larger than the viewport... clear just this view + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + if (r_shadow_shadowmapsampler) + { + GL_ColorMask(0,0,0,0); + if (clear) + GL_Clear(GL_DEPTH_BUFFER_BIT, testcolor, 1.0f, 0); + } + else + { + GL_ColorMask(1,1,1,1); + if (clear) + GL_Clear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT, testcolor, 1.0f, 0); + } + break; + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + // D3D considers it an error to use a scissor larger than the viewport... clear just this view + GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); + GL_ColorMask(0,0,0,0); + if (clear) + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); + break; } - GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); break; case R_SHADOW_RENDERMODE_SHADOWMAPCUBESIDE: - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR + if (qglFramebufferTexture2DEXT) + qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + side, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);CHECKGLERROR GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); if (clear) - GL_Clear(GL_DEPTH_BUFFER_BIT); + GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0); break; default: break; } - CHECKGLERROR } void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping) @@ -2266,27 +2281,13 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb r_shadow_lightscissor[2] = r_refdef.view.viewport.width; r_shadow_lightscissor[3] = r_refdef.view.viewport.height; } - CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); if (!transparent) - { - qglDepthFunc(GL_EQUAL);CHECKGLERROR - } - if (stenciltest) - { - qglEnable(GL_STENCIL_TEST);CHECKGLERROR - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR - } - r_shadow_rendermode = r_shadow_lightingrendermode; + GL_DepthFunc(GL_EQUAL); // do global setup needed for the chosen lighting mode if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL) - { GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); - CHECKGLERROR - } if (shadowmapping) { switch (r_shadow_shadowmode) @@ -2304,8 +2305,13 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb break; } } - //R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0); - CHECKGLERROR + r_shadow_rendermode = r_shadow_lightingrendermode; + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + if (stenciltest) + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); + else + R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); } static const unsigned short bboxelements[36] = @@ -2335,59 +2341,51 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow int i; float vertex3f[8*3]; const matrix4x4_t *matrix = &rsurface.rtlight->matrix_lighttoworld; - CHECKGLERROR +// do global setup needed for the chosen lighting mode R_Shadow_RenderMode_Reset(); r_shadow_rendermode = r_shadow_lightingrendermode; - // do global setup needed for the chosen lighting mode + R_EntityMatrix(&identitymatrix); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + // only draw light where this geometry was already rendered AND the + // stencil is 128 (values other than this mean shadow) + R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + + if (shadowmapping) { - R_EntityMatrix(&identitymatrix); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - if (stenciltest) - { - qglEnable(GL_STENCIL_TEST);CHECKGLERROR - // only draw light where this geometry was already rendered AND the - // stencil is 128 (values other than this mean shadow) - qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR - } - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR - if (shadowmapping) + switch (r_shadow_shadowmode) { - switch (r_shadow_shadowmode) - { - case R_SHADOW_SHADOWMODE_SHADOWMAP2D: - r_shadow_usingshadowmap2d = true; - break; - case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: - r_shadow_usingshadowmaprect = true; - break; - case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: - r_shadow_usingshadowmapcube = true; - break; - default: - break; - } + case R_SHADOW_SHADOWMODE_SHADOWMAP2D: + r_shadow_usingshadowmap2d = true; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE: + r_shadow_usingshadowmaprect = true; + break; + case R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE: + r_shadow_usingshadowmapcube = true; + break; + default: + break; } - - // render the lighting - R_SetupShader_DeferredLight(rsurface.rtlight); - for (i = 0;i < 8;i++) - Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3); - CHECKGLERROR - GL_ColorMask(1,1,1,1); - GL_DepthMask(false); - GL_DepthRange(0, 1); - GL_PolygonOffset(0, 0); - GL_DepthTest(true); - qglDepthFunc(GL_GREATER);CHECKGLERROR - GL_CullFace(r_refdef.view.cullface_back); - R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f); - R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } + + // render the lighting + R_SetupShader_DeferredLight(rsurface.rtlight); + for (i = 0;i < 8;i++) + Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3); + GL_ColorMask(1,1,1,1); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(0, 0); + GL_DepthTest(true); + GL_DepthFunc(GL_GREATER); + GL_CullFace(r_refdef.view.cullface_back); + R_Mesh_PrepareVertices_Position_Arrays(8, vertex3f); + R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } void R_Shadow_RenderMode_VisibleShadowVolumes(void) { - CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); @@ -2400,27 +2398,19 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transparent) { - CHECKGLERROR R_Shadow_RenderMode_Reset(); GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); GL_DepthTest(r_showlighting.integer < 2); GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) - { - qglDepthFunc(GL_EQUAL);CHECKGLERROR - } - if (stenciltest) - { - qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilFunc(GL_EQUAL, 128, 255);CHECKGLERROR - } + GL_DepthFunc(GL_EQUAL); + R_SetStencil(stenciltest, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLELIGHTING; } void R_Shadow_RenderMode_End(void) { - CHECKGLERROR R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); @@ -2558,6 +2548,16 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) r_shadow_lightscissor[2] = ix2 - ix1; r_shadow_lightscissor[3] = iy2 - iy1; + // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one + switch(vid.renderpath) + { + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + r_shadow_lightscissor[1] = vid.height - r_shadow_lightscissor[1] - r_shadow_lightscissor[3]; + break; + } + r_refdef.stats.lights_scissored++; return false; } @@ -2743,16 +2743,12 @@ static void R_Shadow_RenderLighting_VisibleLighting(int texturenumsurfaces, cons static void R_Shadow_RenderLighting_Light_GLSL(int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale) { // ARB2 GLSL shader path (GFFX5200, Radeon 9500) - R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist); + R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT, texturenumsurfaces, texturesurfacelist, NULL); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - qglDepthFunc(GL_EQUAL);CHECKGLERROR - } + GL_DepthFunc(GL_EQUAL); RSurf_DrawBatch(); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - } + GL_DepthFunc(GL_LEQUAL); } static void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -2934,7 +2930,26 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures if(negated) { VectorNegate(lightcolor, lightcolor); - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } RSurf_SetupDepthAndCulling(); switch (r_shadow_rendermode) @@ -2957,7 +2972,28 @@ void R_Shadow_RenderLighting(int texturenumsurfaces, const msurface_t **textures break; } if(negated) - qglBlendEquationEXT(GL_FUNC_ADD_EXT); + { + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglBlendEquationEXT(GL_FUNC_ADD_EXT); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } } void R_RTLight_Update(rtlight_t *rtlight, int isstatic, matrix4x4_t *matrix, vec3_t color, int style, const char *cubemapname, int shadow, vec_t corona, vec_t coronasizescale, vec_t ambientscale, vec_t diffusescale, vec_t specularscale, int flags) @@ -3372,21 +3408,21 @@ void R_Shadow_DrawWorldShadow_ShadowVolume(int numsurfaces, int *surfacelist, co { // increment stencil if frontface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_back); - qglStencilOp(GL_KEEP, GL_KEEP, GL_INCR);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_INCR, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); // decrement stencil if backface is infront of depthbuffer GL_CullFace(r_refdef.view.cullface_front); - qglStencilOp(GL_KEEP, GL_KEEP, GL_DECR);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_DECR, GL_ALWAYS, 128, 255); } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_ZFAIL_STENCIL) { // decrement stencil if backface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_front); - qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_DECR, GL_KEEP, GL_ALWAYS, 128, 255); R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); // increment stencil if frontface is behind depthbuffer GL_CullFace(r_refdef.view.cullface_back); - qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + R_SetStencil(true, 255, GL_KEEP, GL_INCR, GL_KEEP, GL_ALWAYS, 128, 255); } R_Mesh_Draw(0, mesh->numverts, 0, mesh->numtriangles, mesh->element3i, mesh->element3i_indexbuffer, mesh->element3i_bufferoffset, mesh->element3s, mesh->element3s_indexbuffer, mesh->element3s_bufferoffset); } @@ -3962,12 +3998,10 @@ void R_Shadow_DrawLight(rtlight_t *rtlight) static void R_Shadow_FreeDeferred(void) { - if (r_shadow_prepassgeometryfbo) - qglDeleteFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR + R_Mesh_DestroyFramebufferObject(r_shadow_prepassgeometryfbo); r_shadow_prepassgeometryfbo = 0; - if (r_shadow_prepasslightingfbo) - qglDeleteFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR + R_Mesh_DestroyFramebufferObject(r_shadow_prepasslightingfbo); r_shadow_prepasslightingfbo = 0; if (r_shadow_prepassgeometrydepthtexture) @@ -3996,6 +4030,7 @@ void R_Shadow_DrawPrepass(void) dlight_t *light; size_t range; entity_render_t *ent; + float clearcolor[4]; GL_AlphaTest(false); R_Mesh_ResetTextureState(); @@ -4004,9 +4039,11 @@ void R_Shadow_DrawPrepass(void) GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(1,1,1,1); GL_DepthTest(true); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR - qglClearColor(0.5f,0.5f,0.5f,1.0f);CHECKGLERROR - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);CHECKGLERROR + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + Vector4Set(clearcolor, 0.5f,0.5f,0.5f,1.0f); + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT, clearcolor, 1.0f, 0); + if (r_timereport_active) + R_TimeReport("prepasscleargeom"); if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass) r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity); @@ -4029,11 +4066,11 @@ void R_Shadow_DrawPrepass(void) GL_ColorMask(1,1,1,1); GL_Color(1,1,1,1); GL_DepthTest(true); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR - qglClearColor(0.0f,0.0f,0.0f,0.0f);CHECKGLERROR - GL_Clear(GL_COLOR_BUFFER_BIT);CHECKGLERROR - if (r_refdef.fogenabled) - qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR + R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + Vector4Set(clearcolor, 0, 0, 0, 0); + GL_Clear(GL_COLOR_BUFFER_BIT, clearcolor, 1.0f, 0); + if (r_timereport_active) + R_TimeReport("prepassclearlit"); R_Shadow_RenderMode_Begin(); @@ -4059,9 +4096,7 @@ void R_Shadow_DrawPrepass(void) for (lnum = 0;lnum < r_refdef.scene.numlights;lnum++) R_Shadow_DrawLight(r_refdef.scene.lights[lnum]); - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR - if (r_refdef.fogenabled) - qglClearColor(r_refdef.fogcolor[0],r_refdef.fogcolor[1],r_refdef.fogcolor[2],0);CHECKGLERROR + R_Mesh_ResetRenderTargets(); R_Shadow_RenderMode_End(); @@ -4095,6 +4130,9 @@ void R_Shadow_PrepareLights(void) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || vid.maxdrawbuffers < 2) { r_shadow_usingdeferredprepass = false; @@ -4112,35 +4150,30 @@ void R_Shadow_PrepareLights(void) r_shadow_prepass_width = vid.width; r_shadow_prepass_height = vid.height; r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMap2D(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false); - r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); - r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepassgeometrynormalmaptexture = R_LoadTexture2D(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingdiffusetexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); + r_shadow_prepasslightingspeculartexture = R_LoadTexture2D(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, -1, NULL); // set up the geometry pass fbo (depth + normalmap) - qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepassgeometryfbo);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture), 0);CHECKGLERROR + r_shadow_prepassgeometryfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepassgeometryfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepassgeometrynormalmaptexture, NULL, NULL, NULL); // render depth into one texture and normalmap into the other if (qglDrawBuffersARB) { qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR - } - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_deferred, 0); + r_shadow_usingdeferredprepass = false; + } } // set up the lighting pass fbo (diffuse + specular) - qglGenFramebuffersEXT(1, &r_shadow_prepasslightingfbo);CHECKGLERROR - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepassgeometrydepthtexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingdiffusetexture), 0);CHECKGLERROR - qglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, R_GetTexture(r_shadow_prepasslightingspeculartexture), 0);CHECKGLERROR + r_shadow_prepasslightingfbo = R_Mesh_CreateFramebufferObject(r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); + R_Mesh_SetRenderTargets(r_shadow_prepasslightingfbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, r_shadow_prepasslightingspeculartexture, NULL, NULL); // render diffuse into one texture and specular into another, // with depth and normalmap bound as textures, // with depth bound as attachment as well @@ -4148,13 +4181,13 @@ void R_Shadow_PrepareLights(void) { qglDrawBuffersARB(2, r_shadow_prepasslightingdrawbuffers);CHECKGLERROR qglReadBuffer(GL_NONE);CHECKGLERROR - } - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE_EXT) - { - Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); - Cvar_SetValueQuick(&r_shadow_deferred, 0); - r_shadow_usingdeferredprepass = false; + status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR + if (status != GL_FRAMEBUFFER_COMPLETE_EXT) + { + Con_Printf("R_PrepareRTLights: glCheckFramebufferStatusEXT returned %i\n", status); + Cvar_SetValueQuick(&r_shadow_deferred, 0); + r_shadow_usingdeferredprepass = false; + } } } break; @@ -4334,6 +4367,7 @@ void R_DrawModelShadowMaps(void) matrix4x4_t shadowmatrix, cameramatrix, mvpmatrix, invmvpmatrix, scalematrix, texmatrix; r_viewport_t viewport; GLuint fbo = 0; + float clearcolor[4]; if (!r_refdef.scene.numentities) return; @@ -4347,7 +4381,6 @@ void R_DrawModelShadowMaps(void) return; } - CHECKGLERROR R_ResetViewRendering3D(); R_Shadow_RenderMode_Begin(); R_Shadow_RenderMode_ActiveLight(NULL); @@ -4416,27 +4449,24 @@ void R_DrawModelShadowMaps(void) VectorMA(shadoworigin, (1.0f - fabs(dot1)) * radius, shadowforward, shadoworigin); #if 0 - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR + R_Mesh_ResetRenderTargets(); R_SetupShader_ShowDepth(); #else - qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR + R_Mesh_SetRenderTargets(fbo, r_shadow_shadowmap2dtexture, NULL, NULL, NULL, NULL); R_SetupShader_DepthOrShadow(); #endif - CHECKGLERROR GL_PolygonOffset(r_shadow_shadowmapping_polygonfactor.value, r_shadow_shadowmapping_polygonoffset.value); GL_DepthMask(true); GL_DepthTest(true); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, min(viewport.width + r_shadow_shadowmapborder, 2*r_shadow_shadowmapmaxsize), viewport.height + r_shadow_shadowmapborder); - qglClearDepth(1); + Vector4Set(clearcolor, 1,1,1,1); #if 0 - qglClearColor(1,1,1,1); - GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GL_Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); #else - GL_Clear(GL_DEPTH_BUFFER_BIT); + GL_Clear(GL_DEPTH_BUFFER_BIT, clearcolor, 1.0f, 0); #endif GL_Scissor(viewport.x + r_shadow_shadowmapborder, viewport.y + r_shadow_shadowmapborder, viewport.width - 2*r_shadow_shadowmapborder, viewport.height - 2*r_shadow_shadowmapborder); - CHECKGLERROR for (i = 0;i < r_refdef.scene.numentities;i++) { @@ -4498,7 +4528,6 @@ void R_DrawModelShadows(void) if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1)) return; - CHECKGLERROR R_ResetViewRendering3D(); //GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); @@ -4594,11 +4623,8 @@ void R_DrawModelShadows(void) //GL_PolygonOffset(0, 0);CHECKGLERROR GL_Color(0, 0, 0, r_shadows_darken.value); //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); - //qglDepthFunc(GL_ALWAYS);CHECKGLERROR - qglEnable(GL_STENCIL_TEST);CHECKGLERROR - qglStencilMask(255);CHECKGLERROR - qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - qglStencilFunc(GL_NOTEQUAL, 128, 255);CHECKGLERROR + //GL_DepthFunc(GL_ALWAYS); + R_SetStencil(true, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_NOTEQUAL, 128, 255); // apply the blend to the shadowed areas R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); @@ -4630,21 +4656,38 @@ void R_BeginCoronaQuery(rtlight_t *rtlight, float scale, qboolean usequery) // we count potential samples in the middle of the screen, we count actual samples at the light location, this allows counting potential samples of off-screen lights VectorMA(r_refdef.view.origin, zdist, r_refdef.view.forward, centerorigin); - CHECKGLERROR - // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use qglDepthFunc instead - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); - qglDepthFunc(GL_ALWAYS); - R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); - R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); - qglDepthFunc(GL_LEQUAL); - qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); - R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); - R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - qglEndQueryARB(GL_SAMPLES_PASSED_ARB); - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + case RENDERPATH_CGGL: + CHECKGLERROR + // NOTE: GL_DEPTH_TEST must be enabled or ATI won't count samples, so use GL_DepthFunc instead + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_allpixels); + GL_DepthFunc(GL_ALWAYS); + R_CalcSprite_Vertex3f(vertex3f, centerorigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); + R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + GL_DepthFunc(GL_LEQUAL); + qglBeginQueryARB(GL_SAMPLES_PASSED_ARB, rtlight->corona_queryindex_visiblepixels); + R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); + R_Mesh_PrepareVertices_Position_Arrays(4, vertex3f); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + qglEndQueryARB(GL_SAMPLES_PASSED_ARB); + CHECKGLERROR + break; + case RENDERPATH_D3D9: + Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } rtlight->corona_visibility = bound(0, (zdist - 32) / 32, 1); } @@ -4658,10 +4701,27 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) // now we have to check the query result if (rtlight->corona_queryindex_visiblepixels) { - CHECKGLERROR - qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); - qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); - CHECKGLERROR + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GL13: + case RENDERPATH_GL11: + case RENDERPATH_CGGL: + CHECKGLERROR + qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels); + qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, &allpixels); + CHECKGLERROR + break; + case RENDERPATH_D3D9: + Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } //Con_Printf("%i of %i pixels\n", (int)visiblepixels, (int)allpixels); if (visiblepixels < 1 || allpixels < 1) return; @@ -4682,20 +4742,60 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale) if(negated) { VectorNegate(color, color); - qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_SUBTRACT); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } } R_CalcSprite_Vertex3f(vertex3f, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale); RSurf_ActiveCustomEntity(&identitymatrix, &identitymatrix, RENDER_NODEPTHTEST, 0, color[0], color[1], color[2], 1, 4, vertex3f, spritetexcoord2f, NULL, NULL, NULL, NULL, 2, polygonelement3i, polygonelement3s, false, false); R_DrawCustomSurface(r_shadow_lightcorona, &identitymatrix, MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE, 0, 4, 0, 2, false, false); if(negated) - qglBlendEquationEXT(GL_FUNC_ADD_EXT); + { + switch(vid.renderpath) + { + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + qglBlendEquationEXT(GL_FUNC_ADD_EXT); + break; + case RENDERPATH_D3D9: +#ifdef SUPPORTD3D + IDirect3DDevice9_SetRenderState(vid_d3d9dev, D3DRS_BLENDOP, D3DBLENDOP_ADD); +#endif + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + } + } } } void R_Shadow_DrawCoronas(void) { int i, flag; - qboolean usequery; + qboolean usequery = false; size_t lightindex; dlight_t *light; rtlight_t *rtlight; @@ -4713,29 +4813,47 @@ void R_Shadow_DrawCoronas(void) // use GL_ARB_occlusion_query if available // otherwise use raytraces r_numqueries = 0; - usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; - if (usequery) + switch (vid.renderpath) { - GL_ColorMask(0,0,0,0); - if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) - if (r_maxqueries < MAX_OCCLUSION_QUERIES) + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GL20: + case RENDERPATH_CGGL: + usequery = vid.support.arb_occlusion_query && r_coronas_occlusionquery.integer; + if (usequery) { - i = r_maxqueries; - r_maxqueries = (range + r_refdef.scene.numlights) * 4; - r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES); - CHECKGLERROR - qglGenQueriesARB(r_maxqueries - i, r_queries + i); - CHECKGLERROR + GL_ColorMask(0,0,0,0); + if (r_maxqueries < (range + r_refdef.scene.numlights) * 2) + if (r_maxqueries < MAX_OCCLUSION_QUERIES) + { + i = r_maxqueries; + r_maxqueries = (range + r_refdef.scene.numlights) * 4; + r_maxqueries = min(r_maxqueries, MAX_OCCLUSION_QUERIES); + CHECKGLERROR + qglGenQueriesARB(r_maxqueries - i, r_queries + i); + CHECKGLERROR + } + RSurf_ActiveWorldEntity(); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_CullFace(GL_NONE); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(0, 0); + GL_DepthTest(true); + R_Mesh_ResetTextureState(); + R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); } - RSurf_ActiveWorldEntity(); - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_CullFace(GL_NONE); - GL_DepthMask(false); - GL_DepthRange(0, 1); - GL_PolygonOffset(0, 0); - GL_DepthTest(true); - R_Mesh_ResetTextureState(); - R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); + break; + case RENDERPATH_D3D9: + usequery = false; + //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D10: + Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_D3D11: + Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; } for (lightindex = 0;lightindex < range;lightindex++) { diff --git a/r_textures.h b/r_textures.h index 76ad5fe2..0d7ca047 100644 --- a/r_textures.h +++ b/r_textures.h @@ -28,8 +28,10 @@ #define TEXF_ISWORLD 0x00004000 // indicates texture should be affected by gl_picmip_sprites and r_picmipsprites (maybe others in the future) instead of gl_picmip_other #define TEXF_ISSPRITE 0x00008000 +// indicates the texture will be used as a render target (D3D hint) +#define TEXF_RENDERTARGET 0x0010000 // used for checking if textures mismatch -#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION) +#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET) typedef enum textype_e { @@ -56,6 +58,16 @@ typedef enum textype_e } textype_t; +/* +#ifdef WIN32 +#define SUPPORTD3D +#define SUPPORTDIRECTX +#ifdef SUPPORTD3D +#include +#endif +#endif +*/ + // contents of this structure are mostly private to gl_textures.c typedef struct rtexture_s { @@ -63,6 +75,22 @@ typedef struct rtexture_s int texnum; qboolean dirty; int gltexturetypeenum; // exposed for use in R_Mesh_TexBind + // d3d stuff the backend needs + void *d3dtexture; +#ifdef SUPPORTD3D + int d3dformat; + int d3dusage; + int d3dpool; + int d3daddressu; + int d3daddressv; + int d3daddressw; + int d3dmagfilter; + int d3dminfilter; + int d3dmipfilter; + int d3dmaxmiplevelfilter; + int d3dmipmaplodbias; + int d3dmaxmiplevel; +#endif } rtexture_t; diff --git a/render.h b/render.h index d81cc565..7f85446b 100644 --- a/render.h +++ b/render.h @@ -523,7 +523,7 @@ gl20_texunit; void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale); void R_SetupShader_DepthOrShadow(void); void R_SetupShader_ShowDepth(void); -void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist); +void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *waterplane); void R_SetupShader_DeferredLight(const rtlight_t *rtlight); typedef struct r_waterstate_waterplane_s diff --git a/vid.h b/vid.h index 540a0c42..90062807 100644 --- a/vid.h +++ b/vid.h @@ -34,6 +34,9 @@ typedef enum renderpath_e RENDERPATH_GL13, RENDERPATH_GL20, RENDERPATH_CGGL, + RENDERPATH_D3D9, + RENDERPATH_D3D10, + RENDERPATH_D3D11, } renderpath_t; @@ -188,6 +191,7 @@ void VID_Shared_Init(void); void GL_Init (void); +void VID_ClearExtensions(void); void VID_CheckExtensions(void); void VID_Init (void); diff --git a/vid_shared.c b/vid_shared.c index 20f2b3e1..fccb1e4a 100644 --- a/vid_shared.c +++ b/vid_shared.c @@ -790,13 +790,37 @@ static dllfunction_t drawbuffersfuncs[] = {NULL, NULL} }; -void VID_CheckExtensions(void) +void VID_ClearExtensions(void) { + // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension + Cvar_SetQuick(&gl_info_extensions, ""); + // clear the extension flags memset(&vid.support, 0, sizeof(vid.support)); + vid.renderpath = RENDERPATH_GL11; + vid.forcevbo = false; + vid.maxtexturesize_2d = 0; + vid.maxtexturesize_3d = 0; + vid.maxtexturesize_cubemap = 0; + vid.texunits = 1; + vid.teximageunits = 1; + vid.texarrayunits = 1; + vid.max_anisotropy = 1; + vid.maxdrawbuffers = 1; - // VorteX: reset extensions info cvar, it got filled by GL_CheckExtension - Cvar_SetQuick(&gl_info_extensions, ""); + // this is a complete list of all functions that are directly checked in the renderer + qglDrawRangeElements = NULL; + qglDrawBuffer = NULL; + qglPolygonStipple = NULL; + qglFlush = NULL; + qglActiveTexture = NULL; + qglGetCompressedTexImageARB = NULL; + qglFramebufferTexture2DEXT = NULL; + qglDrawBuffersARB = NULL; +} + +void VID_CheckExtensions(void) +{ if (!GL_CheckExtension("1.1", opengl110funcs, NULL, false)) Sys_Error("OpenGL 1.1.0 functions not found"); @@ -804,7 +828,6 @@ void VID_CheckExtensions(void) Con_DPrint("Checking OpenGL extensions...\n"); - vid.forcevbo = false; vid.support.amd_texture_texture4 = GL_CheckExtension("GL_AMD_texture_texture4", NULL, "-notexture4", false); vid.support.arb_depth_texture = GL_CheckExtension("GL_ARB_depth_texture", NULL, "-nodepthtexture", false); vid.support.arb_draw_buffers = GL_CheckExtension("GL_ARB_draw_buffers", drawbuffersfuncs, "-nodrawbuffers", false); @@ -860,15 +883,6 @@ void VID_CheckExtensions(void) // COMMANDLINEOPTION: GL: -novbo disables GL_ARB_vertex_buffer_object (which accelerates rendering) // COMMANDLINEOPTION: GL: -novertexshader disables GL_ARB_vertex_shader (allows vertex shader effects) - vid.maxtexturesize_2d = 0; - vid.maxtexturesize_3d = 0; - vid.maxtexturesize_cubemap = 0; - vid.texunits = 1; - vid.teximageunits = 1; - vid.texarrayunits = 1; - vid.max_anisotropy = 1; - vid.maxdrawbuffers = 1; - if (vid.support.arb_draw_buffers) qglGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, (GLint*)&vid.maxdrawbuffers); @@ -1036,6 +1050,9 @@ void VID_UpdateGamma(qboolean force, int rampsize) { case RENDERPATH_GL20: case RENDERPATH_CGGL: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: if (v_glslgamma.integer) wantgamma = 0; break; @@ -1236,6 +1253,7 @@ int VID_Mode(int fullscreen, int width, int height, int bpp, float refreshrate, mode.stereobuffer = stereobuffer != 0; mode.samples = samples; cl_ignoremousemoves = 2; + VID_ClearExtensions(); if (VID_InitMode(&mode)) { // accept the (possibly modified) mode diff --git a/vid_wgl.c b/vid_wgl.c index 1b9e758d..8ea9f586 100644 --- a/vid_wgl.c +++ b/vid_wgl.c @@ -42,8 +42,30 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include #endif +#ifdef SUPPORTD3D +#include +#pragma comment(lib, "d3d9.lib") + +cvar_t vid_dx9 = {CVAR_SAVE, "vid_dx9", "0", "use Microsoft Direct3D9(r) for rendering"}; +cvar_t vid_dx9_hal = {CVAR_SAVE, "vid_dx9_hal", "1", "enables hardware rendering (1), otherwise software reference rasterizer (0 - very slow), note that 0 is necessary when using NVPerfHUD (which renders in hardware but requires this option to enable it)"}; +cvar_t vid_dx9_softvertex = {CVAR_SAVE, "vid_dx9_softvertex", "0", "enables software vertex processing (for compatibility testing? or if you have a very fast CPU), usually you want this off"}; +cvar_t vid_dx9_triplebuffer = {CVAR_SAVE, "vid_dx9_triplebuffer", "0", "enables triple buffering when using vid_vsync in fullscreen, this options adds some latency and only helps when framerate is below 60 so you usually don't want it"}; +//cvar_t vid_dx10 = {CVAR_SAVE, "vid_dx10", "1", "use Microsoft Direct3D10(r) for rendering"}; +//cvar_t vid_dx11 = {CVAR_SAVE, "vid_dx11", "1", "use Microsoft Direct3D11(r) for rendering"}; + +D3DPRESENT_PARAMETERS vid_d3dpresentparameters; +#endif + extern HINSTANCE global_hInstance; +static HINSTANCE gldll; + +#ifdef SUPPORTD3D +LPDIRECT3D9 vid_d3d9; +LPDIRECT3DDEVICE9 vid_d3d9dev; +D3DCAPS9 vid_d3d9caps; +qboolean vid_d3ddevicelost; +#endif #ifndef WM_MOUSEWHEEL #define WM_MOUSEWHEEL 0x020A @@ -250,8 +272,54 @@ static void IN_StartupMouse (void); //==================================== +qboolean vid_reallyhidden = true; +#ifdef SUPPORTD3D +qboolean vid_begunscene = false; +#endif void VID_Finish (void) { +#ifdef SUPPORTD3D + if (vid_d3d9dev) + { + DWORD d; + if (vid_begunscene) + { + IDirect3DDevice9_EndScene(vid_d3d9dev); + vid_begunscene = false; + } + if (vid_reallyhidden) + return; + d = IDirect3DDevice9_TestCooperativeLevel(vid_d3d9dev); + switch(d) + { + case D3DERR_DEVICELOST: + vid_d3ddevicelost = true; + vid_hidden = true; + Sleep(100); + break; + case D3DERR_DEVICENOTRESET: + vid_d3ddevicelost = false; + vid_hidden = vid_reallyhidden; + R_Modules_DeviceLost(); + IDirect3DDevice9_Reset(vid_d3d9dev, &vid_d3dpresentparameters); + R_Modules_DeviceRestored(); + break; + case D3D_OK: + vid_hidden = vid_reallyhidden; + IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL); + break; + } + if (!vid_begunscene && !vid_hidden) + { + IDirect3DDevice9_BeginScene(vid_d3d9dev); + vid_begunscene = true; + } + return; + } +#endif + + vid_hidden = vid_reallyhidden; + vid_usevsync = vid_vsync.integer && !cls.timedemo && qwglSwapIntervalEXT; if (vid_usingvsync != vid_usevsync) { @@ -398,10 +466,10 @@ void AppActivate(BOOL fActive, BOOL minimize) static qboolean sound_active = false; // initially blocked by Sys_InitConsole() vid_activewindow = fActive != FALSE; - vid_hidden = minimize != FALSE; + vid_reallyhidden = minimize != FALSE; // enable/disable sound on focus gain/loss - if ((!vid_hidden && vid_activewindow) || !snd_mutewhenidle.integer) + if ((!vid_reallyhidden && vid_activewindow) || !snd_mutewhenidle.integer) { if (!sound_active) { @@ -425,12 +493,16 @@ void AppActivate(BOOL fActive, BOOL minimize) if (vid_wassuspended) { vid_wassuspended = false; - ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN); - ShowWindow(mainwindow, SW_SHOWNORMAL); + if (gldll) + { + ChangeDisplaySettings (&gdevmode, CDS_FULLSCREEN); + ShowWindow(mainwindow, SW_SHOWNORMAL); + } } // LordHavoc: from dabb, fix for alt-tab bug in NVidia drivers - MoveWindow(mainwindow,0,0,gdevmode.dmPelsWidth,gdevmode.dmPelsHeight,false); + if (gldll) + MoveWindow(mainwindow,0,0,gdevmode.dmPelsWidth,gdevmode.dmPelsHeight,false); } } @@ -439,7 +511,8 @@ void AppActivate(BOOL fActive, BOOL minimize) VID_SetMouse(false, false, false); if (vid_isfullscreen) { - ChangeDisplaySettings (NULL, 0); + if (gldll) + ChangeDisplaySettings (NULL, 0); vid_wassuspended = true; } VID_RestoreSystemGamma(); @@ -652,31 +725,42 @@ LONG WINAPI MainWndProc (HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) int VID_SetGamma(unsigned short *ramps, int rampsize) { - HDC hdc = GetDC (NULL); - int i = SetDeviceGammaRamp(hdc, ramps); - ReleaseDC (NULL, hdc); - return i; // return success or failure + if (qwglMakeCurrent) + { + HDC hdc = GetDC (NULL); + int i = SetDeviceGammaRamp(hdc, ramps); + ReleaseDC (NULL, hdc); + return i; // return success or failure + } + else + return 0; } int VID_GetGamma(unsigned short *ramps, int rampsize) { - HDC hdc = GetDC (NULL); - int i = GetDeviceGammaRamp(hdc, ramps); - ReleaseDC (NULL, hdc); - return i; // return success or failure + if (qwglMakeCurrent) + { + HDC hdc = GetDC (NULL); + int i = GetDeviceGammaRamp(hdc, ramps); + ReleaseDC (NULL, hdc); + return i; // return success or failure + } + else + return 0; } -static HINSTANCE gldll; - static void GL_CloseLibrary(void) { - FreeLibrary(gldll); - gldll = 0; - gl_driver[0] = 0; - qwglGetProcAddress = NULL; - gl_extensions = ""; - gl_platform = ""; - gl_platformextensions = ""; + if (gldll) + { + FreeLibrary(gldll); + gldll = 0; + gl_driver[0] = 0; + qwglGetProcAddress = NULL; + gl_extensions = ""; + gl_platform = ""; + gl_platformextensions = ""; + } } static int GL_OpenLibrary(const char *name) @@ -694,12 +778,17 @@ static int GL_OpenLibrary(const char *name) void *GL_GetProcAddress(const char *name) { - void *p = NULL; - if (qwglGetProcAddress != NULL) - p = (void *) qwglGetProcAddress(name); - if (p == NULL) - p = (void *) GetProcAddress(gldll, name); - return p; + if (gldll) + { + void *p = NULL; + if (qwglGetProcAddress != NULL) + p = (void *) qwglGetProcAddress(name); + if (p == NULL) + p = (void *) GetProcAddress(gldll, name); + return p; + } + else + return NULL; } #ifndef WGL_ARB_pixel_format @@ -765,6 +854,15 @@ void VID_Init(void) { WNDCLASS wc; +#ifdef SUPPORTD3D + Cvar_RegisterVariable(&vid_dx9); + Cvar_RegisterVariable(&vid_dx9_hal); + Cvar_RegisterVariable(&vid_dx9_softvertex); + Cvar_RegisterVariable(&vid_dx9_triplebuffer); +// Cvar_RegisterVariable(&vid_dx10); +// Cvar_RegisterVariable(&vid_dx11); +#endif + InitCommonControls(); hIcon = LoadIcon (global_hInstance, MAKEINTRESOURCE (IDI_ICON1)); @@ -789,7 +887,7 @@ void VID_Init(void) IN_Init(); } -qboolean VID_InitMode(viddef_mode_t *mode) +qboolean VID_InitModeGL(viddef_mode_t *mode) { int i; HDC hdc; @@ -1234,7 +1332,7 @@ qboolean VID_InitMode(viddef_mode_t *mode) vid_usingmouse = false; vid_usinghidecursor = false; vid_usingvsync = false; - vid_hidden = false; + vid_reallyhidden = vid_hidden = false; vid_initialized = true; IN_StartupMouse (); @@ -1250,9 +1348,261 @@ qboolean VID_InitMode(viddef_mode_t *mode) return true; } +#ifdef SUPPORTD3D +static D3DADAPTER_IDENTIFIER9 d3d9adapteridentifier; + +extern cvar_t gl_info_extensions; +extern cvar_t gl_info_vendor; +extern cvar_t gl_info_renderer; +extern cvar_t gl_info_version; +extern cvar_t gl_info_platform; +extern cvar_t gl_info_driver; +qboolean VID_InitModeDX(viddef_mode_t *mode, int version) +{ + int deviceindex; + RECT rect; + MSG msg; + int pixelformat, newpixelformat; + DWORD WindowStyle, ExWindowStyle; + int CenterX, CenterY; + int bpp = mode->bitsperpixel; + int width = mode->width; + int height = mode->height; + int refreshrate = (int)floor(mode->refreshrate+0.5); +// int stereobuffer = mode->stereobuffer; + int samples = mode->samples; + int fullscreen = mode->fullscreen; + int numdevices; + + if (vid_initialized) + Sys_Error("VID_InitMode called when video is already initialised"); + + vid_isfullscreen = fullscreen != 0; + if (fullscreen) + { + WindowStyle = WS_POPUP; + ExWindowStyle = WS_EX_TOPMOST; + } + else + { + WindowStyle = WS_OVERLAPPED | WS_BORDER | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX; + ExWindowStyle = 0; + } + + rect.top = 0; + rect.left = 0; + rect.right = width; + rect.bottom = height; + AdjustWindowRectEx(&rect, WindowStyle, false, 0); + + if (fullscreen) + { + CenterX = 0; + CenterY = 0; + } + else + { + CenterX = (GetSystemMetrics(SM_CXSCREEN) - (rect.right - rect.left)) / 2; + CenterY = (GetSystemMetrics(SM_CYSCREEN) - (rect.bottom - rect.top)) / 2; + } + CenterX = max(0, CenterX); + CenterY = max(0, CenterY); + + // x and y may be changed by WM_MOVE messages + window_x = CenterX; + window_y = CenterY; + rect.left += CenterX; + rect.right += CenterX; + rect.top += CenterY; + rect.bottom += CenterY; + + pixelformat = 0; + newpixelformat = 0; + gl_extensions = ""; + gl_platformextensions = ""; + + mainwindow = CreateWindowEx (ExWindowStyle, "DarkPlacesWindowClass", gamename, WindowStyle, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, global_hInstance, NULL); + if (!mainwindow) + { + Con_Printf("CreateWindowEx(%d, %s, %s, %d, %d, %d, %d, %d, %p, %p, %p, %p) failed\n", (int)ExWindowStyle, "DarkPlacesWindowClass", gamename, (int)WindowStyle, (int)(rect.left), (int)(rect.top), (int)(rect.right - rect.left), (int)(rect.bottom - rect.top), NULL, NULL, global_hInstance, NULL); + VID_Shutdown(); + return false; + } + + baseDC = GetDC(mainwindow); + + vid_d3d9 = Direct3DCreate9(D3D_SDK_VERSION); + if (!vid_d3d9) + Sys_Error("VID_InitMode: Direct3DCreate9 failed"); + + numdevices = IDirect3D9_GetAdapterCount(vid_d3d9); + vid_d3d9dev = NULL; + memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier)); + for (deviceindex = 0;deviceindex < numdevices && !vid_d3d9dev;deviceindex++) + { + memset(&vid_d3dpresentparameters, 0, sizeof(vid_d3dpresentparameters)); + vid_d3dpresentparameters.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; + vid_d3dpresentparameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + vid_d3dpresentparameters.hDeviceWindow = mainwindow; + vid_d3dpresentparameters.BackBufferWidth = width; + vid_d3dpresentparameters.BackBufferHeight = height; + vid_d3dpresentparameters.MultiSampleType = samples > 1 ? (D3DMULTISAMPLE_TYPE)samples : D3DMULTISAMPLE_NONE; + vid_d3dpresentparameters.BackBufferCount = fullscreen ? (vid_dx9_triplebuffer.integer ? 3 : 2) : 1; + vid_d3dpresentparameters.FullScreen_RefreshRateInHz = fullscreen ? refreshrate : 0; + vid_d3dpresentparameters.Windowed = !fullscreen; + vid_d3dpresentparameters.EnableAutoDepthStencil = true; + vid_d3dpresentparameters.AutoDepthStencilFormat = bpp > 16 ? D3DFMT_D24S8 : D3DFMT_D16; + vid_d3dpresentparameters.BackBufferFormat = fullscreen?D3DFMT_X8R8G8B8:D3DFMT_UNKNOWN; + vid_d3dpresentparameters.PresentationInterval = vid_vsync.integer ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; + + memset(&d3d9adapteridentifier, 0, sizeof(d3d9adapteridentifier)); + IDirect3D9_GetAdapterIdentifier(vid_d3d9, deviceindex, 0, &d3d9adapteridentifier); + + IDirect3D9_CreateDevice(vid_d3d9, deviceindex, vid_dx9_hal.integer ? D3DDEVTYPE_HAL : D3DDEVTYPE_REF, mainwindow, vid_dx9_softvertex.integer ? D3DCREATE_SOFTWARE_VERTEXPROCESSING : D3DCREATE_HARDWARE_VERTEXPROCESSING, &vid_d3dpresentparameters, &vid_d3d9dev); + } + + if (!vid_d3d9dev) + { + VID_Shutdown(); + return false; + } + + IDirect3DDevice9_GetDeviceCaps(vid_d3d9dev, &vid_d3d9caps); + + Con_Printf("Using D3D9 device: %s\n", d3d9adapteridentifier.Description); + gl_extensions = ""; + gl_platform = "D3D9"; + gl_platformextensions = ""; + + ShowWindow (mainwindow, SW_SHOWDEFAULT); + UpdateWindow (mainwindow); + + // now we try to make sure we get the focus on the mode switch, because + // sometimes in some systems we don't. We grab the foreground, then + // finish setting up, pump all our messages, and sleep for a little while + // to let messages finish bouncing around the system, then we put + // ourselves at the top of the z order, then grab the foreground again, + // Who knows if it helps, but it probably doesn't hurt + SetForegroundWindow (mainwindow); + + while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) + { + TranslateMessage (&msg); + DispatchMessage (&msg); + } + + Sleep (100); + + SetWindowPos (mainwindow, HWND_TOP, 0, 0, 0, 0, SWP_DRAWFRAME | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW | SWP_NOCOPYBITS); + + SetForegroundWindow (mainwindow); + + // fix the leftover Alt from any Alt-Tab or the like that switched us away + ClearAllStates (); + + gl_renderer = d3d9adapteridentifier.Description; + gl_vendor = d3d9adapteridentifier.Driver; + gl_version = ""; + gl_extensions = ""; + + Con_Printf("D3D9 adapter info:\n"); + Con_Printf("Description: %s\n", d3d9adapteridentifier.Description); + Con_Printf("DeviceId: %x\n", d3d9adapteridentifier.DeviceId); + Con_Printf("DeviceName: %x\n", d3d9adapteridentifier.DeviceName); + Con_Printf("Driver: %s\n", d3d9adapteridentifier.Driver); + Con_Printf("DriverVersion: %x\n", d3d9adapteridentifier.DriverVersion); + Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions); + Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions); + + // clear the extension flags + memset(&vid.support, 0, sizeof(vid.support)); + Cvar_SetQuick(&gl_info_extensions, ""); + + CHECKGLERROR + + vid.forcevbo = true; + vid.support.arb_depth_texture = true; + vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1; + vid.support.arb_occlusion_query = true; // can't find a cap for this + vid.support.arb_shadow = true; + vid.support.arb_texture_compression = true; + vid.support.arb_texture_cube_map = true; + vid.support.arb_texture_non_power_of_two = (vid_d3d9caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0; + vid.support.arb_vertex_buffer_object = true; + vid.support.ext_blend_subtract = true; + vid.support.ext_draw_range_elements = true; + vid.support.ext_framebuffer_object = true; + vid.support.ext_texture_3d = true; + vid.support.ext_texture_compression_s3tc = true; + vid.support.ext_texture_filter_anisotropic = true; + vid.support.ati_separate_stencil = (vid_d3d9caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) != 0; + + vid.maxtexturesize_2d = min(vid_d3d9caps.MaxTextureWidth, vid_d3d9caps.MaxTextureHeight); + vid.maxtexturesize_3d = vid_d3d9caps.MaxVolumeExtent; + vid.maxtexturesize_cubemap = vid.maxtexturesize_2d; + vid.texunits = 4; + vid.teximageunits = vid_d3d9caps.MaxSimultaneousTextures; + vid.texarrayunits = 8; // can't find a caps field for this? + vid.max_anisotropy = vid_d3d9caps.MaxAnisotropy; + vid.maxdrawbuffers = vid_d3d9caps.NumSimultaneousRTs; + + vid.texunits = bound(4, vid.texunits, MAX_TEXTUREUNITS); + vid.teximageunits = bound(16, vid.teximageunits, MAX_TEXTUREUNITS); + vid.texarrayunits = bound(8, vid.texarrayunits, MAX_TEXTUREUNITS); + Con_DPrintf("Using D3D9.0 rendering path - %i texture matrix, %i texture images, %i texcoords, shadowmapping supported%s\n", vid.texunits, vid.teximageunits, vid.texarrayunits, vid.maxdrawbuffers > 1 ? ", MRT detected (allows prepass deferred lighting)" : ""); + vid.renderpath = RENDERPATH_D3D9; + + Cvar_SetQuick(&gl_info_vendor, gl_vendor); + Cvar_SetQuick(&gl_info_renderer, gl_renderer); + Cvar_SetQuick(&gl_info_version, gl_version); + Cvar_SetQuick(&gl_info_platform, gl_platform ? gl_platform : ""); + Cvar_SetQuick(&gl_info_driver, gl_driver); + + // LordHavoc: report supported extensions + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); + + // clear to black (loading plaque will be seen over this) + IDirect3DDevice9_Clear(vid_d3d9dev, 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); + IDirect3DDevice9_BeginScene(vid_d3d9dev); + IDirect3DDevice9_EndScene(vid_d3d9dev); + IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL); + // because the only time we end/begin scene is in VID_Finish, we'd better start a scene now... + IDirect3DDevice9_BeginScene(vid_d3d9dev); + vid_begunscene = true; + + //vid_menudrawfn = VID_MenuDraw; + //vid_menukeyfn = VID_MenuKey; + vid_usingmouse = false; + vid_usinghidecursor = false; + vid_usingvsync = false; + vid_hidden = vid_reallyhidden = false; + vid_initialized = true; + + IN_StartupMouse (); + IN_StartupJoystick (); + + return true; +} +#endif + +qboolean VID_InitMode(viddef_mode_t *mode) +{ +#ifdef SUPPORTD3D +// if (vid_dx11.integer) +// return VID_InitModeDX(mode, 11); +// if (vid_dx10.integer) +// return VID_InitModeDX(mode, 10); + if (vid_dx9.integer) + return VID_InitModeDX(mode, 9); +#endif + return VID_InitModeGL(mode); +} + + static void IN_Shutdown(void); void VID_Shutdown (void) { + qboolean isgl; if(vid_initialized == false) return; @@ -1260,11 +1610,33 @@ void VID_Shutdown (void) VID_RestoreSystemGamma(); vid_initialized = false; + isgl = gldll != NULL; IN_Shutdown(); + gl_driver[0] = 0; + gl_extensions = ""; + gl_platform = ""; + gl_platformextensions = ""; +#ifdef SUPPORTD3D + if (vid_d3d9dev) + { + if (vid_begunscene) + IDirect3DDevice9_EndScene(vid_d3d9dev); + vid_begunscene = false; +// Cmd_ExecuteString("r_texturestats", src_command); +// Cmd_ExecuteString("memlist", src_command); + IDirect3DDevice9_Release(vid_d3d9dev); + } + vid_d3d9dev = NULL; + if (vid_d3d9) + IDirect3D9_Release(vid_d3d9); + vid_d3d9 = NULL; +#endif if (qwglMakeCurrent) qwglMakeCurrent(NULL, NULL); + qwglMakeCurrent = NULL; if (baseRC && qwglDeleteContext) qwglDeleteContext(baseRC); + qwglDeleteContext = NULL; // close the library before we get rid of the window GL_CloseLibrary(); if (baseDC && mainwindow) @@ -1273,7 +1645,7 @@ void VID_Shutdown (void) if (mainwindow) DestroyWindow(mainwindow); mainwindow = 0; - if (vid_isfullscreen) + if (vid_isfullscreen && isgl) ChangeDisplaySettings (NULL, 0); vid_isfullscreen = false; } @@ -1605,7 +1977,7 @@ IN_Move */ void IN_Move (void) { - if (vid_activewindow && !vid_hidden) + if (vid_activewindow && !vid_reallyhidden) { IN_MouseMove (); IN_JoyMove (); -- 2.39.2